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Software News   Software News : Updated Anti-Grain Geometry for OS4
   posted by ssolie on 15-Feb-2005 4:16:31 (3481 reads)
The AGG SDK has been updated and is available on OS4Depot.

New features include:
- line patterns
- fill patterns
- fixed polygon/polyline clipping


The AGG Demos have also been updated and are available on OS4Depot.

Changes include:
- Added line_patterns, pattern_perspective demos.
- Added window resizing support.
- Added ARGB mode support.
- Fixed a bug in the image loading which leaked memory.
- Fixed timer granularity.

Download SDK
Download demos
    

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Samwel 
Re: Updated Anti-Grain Geometry for OS4
Posted on 15-Feb-2005 6:12:31
#1 ]
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Joined: 7-Apr-2004
Posts: 3404
From: Sweden

Great work!

I'm sure this will come to good use some time in the future


/Harry


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Anonymous 
Re: Updated Anti-Grain Geometry for OS4
Posted on 15-Feb-2005 6:23:15
# ]



@Samwel

There's a game using it that you can try out:
WW2

/Björn

 
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Samwel 
Re: Updated Anti-Grain Geometry for OS4
Posted on 15-Feb-2005 6:25:08
#3 ]
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Joined: 7-Apr-2004
Posts: 3404
From: Sweden

@Origin

Yeah I saw that just after posting
I have downloaded it!


/Harry


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AmigaClyde 
Re: Updated Anti-Grain Geometry for OS4
Posted on 15-Feb-2005 6:33:47
#4 ]
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Joined: 8-Mar-2003
Posts: 2007
From: Noranda Canada

Great work guys.
My grandchildren realy love the demos.


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afxgroup 
Re: Updated Anti-Grain Geometry for OS4
Posted on 15-Feb-2005 8:45:01
#5 ]
Super Member
Joined: 8-Mar-2004
Posts: 1968
From: Taranto, Italy

great, Steven!

Do you think that we can prepare a video driver for mplayer? I don't know the AGG SDK but theoretically should be possible. isn't it?


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FuZion 
Re: Updated Anti-Grain Geometry for OS4
Posted on 15-Feb-2005 10:02:18
#6 ]
Super Member
Joined: 22-Nov-2003
Posts: 1962
From: Birmingham, England

I LOVE this AntiGrain engine.

This is most excellent. Especially the SDK... Get coding you clever people

FuZion.

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Toaks 
Re: Updated Anti-Grain Geometry for OS4
Posted on 15-Feb-2005 12:07:16
#7 ]
Elite Member
Joined: 10-Mar-2003
Posts: 8042
From: amigaguru.com

great work ssolie, theese has allready come in hand here..


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ssolie 
Re: Updated Anti-Grain Geometry for OS4
Posted on 15-Feb-2005 15:15:02
#8 ]
Elite Member
Joined: 10-Mar-2003
Posts: 2755
From: Alberta, Canada

Quote:
My grandchildren realy love the demos.

Those demos are really eye catching. And remember, they are not hardware accelerated or optimized in any way which means they are running as slow as they could. All rendering is being done by the CPU in non-gfx memory.

I finally broke down and implemented window resizing which was something I've been meaning to do for some time. It makes the demos which support resizing that much more interesting.

Last edited by ssolie on 15-Feb-2005 at 03:42 PM.


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FuZion 
Re: Updated Anti-Grain Geometry for OS4
Posted on 15-Feb-2005 15:26:26
#9 ]
Super Member
Joined: 22-Nov-2003
Posts: 1962
From: Birmingham, England

@ssolie

After seeing WW2, I'd like to ask. How hard would you say it would be to create a game using the AntiGrain engine from scratch?

FuZion.

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ssolie 
Re: Updated Anti-Grain Geometry for OS4
Posted on 15-Feb-2005 15:31:10
#10 ]
Elite Member
Joined: 10-Mar-2003
Posts: 2755
From: Alberta, Canada

@afxgroup
Quote:
Do you think that we can prepare a video driver for mplayer?

AGG is a 2D gfx rendering framework which you normally use to build an API for example. If mplayer needs to render 2D gfx then it may be able to use AGG but otherwise I see no application.


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ssolie 
Re: Updated Anti-Grain Geometry for OS4
Posted on 15-Feb-2005 15:41:11
#11 ]
Elite Member
Joined: 10-Mar-2003
Posts: 2755
From: Alberta, Canada

@FuZion
Quote:
After seeing WW2, I'd like to ask. How hard would you say it would be to create a game using the AntiGrain engine from scratch?

Gotta love those nice smooth anti-aliased lines...

It isn't an easy framework to use from a learning perspective but the examples and mailing list support is very good at steering you in the right direction. AGG is very abstract and parameterized but once you define your boundary conditions and decide on gfx primitives and rendering quality it wouldn't be too difficult to create a game using it. It just won't be easy to get the hang of AGG at first.

Hardware acceleration with AGG is possible (I use a little in my WW2 game already) but we don't have a proper API for manipulating the alpha channel so it would be wiser to stick to 24 bit gfx modes and lower if you want the option of proper h/w acceleration later on in a fast action game.


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FuZion 
Re: Updated Anti-Grain Geometry for OS4
Posted on 15-Feb-2005 18:35:35
#12 ]
Super Member
Joined: 22-Nov-2003
Posts: 1962
From: Birmingham, England

@ssolie

Quote:

Gotta love those nice smooth anti-aliased lines...

Yes I do VERY nice.

My programming skills (As mentioned before) are limited to the point that I actually got a 'Hello World' example wrong . Still, my theory & logic behind what should work & how things could work should make sense to your average coder.

Quote:

... once you define your boundary conditions and decide on gfx primitives and rendering quality it wouldn't be too difficult to create a game using it.


Everything is ready designed. It's actually an exact clone of an existing, but not very well known, game that I have in mind. Well, when I say exact, network support is definately needed. But that's the only alteration.

During July/August last year me & a few other members got all worked up & driven to start learning but I had a few other commitments & my personal knowledge hasn't moved any ... I think SlimJim was one of them.

I know trust is something you cannot simply ask for but I will. Trust me when I say, this game could be THE killer app on OS4. I just need a crack team of coders. GFX skillz aren't overly needed.



FuZion.

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afxgroup 
Re: Updated Anti-Grain Geometry for OS4
Posted on 15-Feb-2005 22:20:15
#13 ]
Super Member
Joined: 8-Mar-2004
Posts: 1968
From: Taranto, Italy

@ssolie

If Antigrain can render a bitmap it should be able to play a video.
Don't you think? It should work like SDL, or not?


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Mr_Capehill 
Re: Updated Anti-Grain Geometry for OS4
Posted on 15-Feb-2005 22:58:24
#14 ]
Super Member
Joined: 15-Mar-2003
Posts: 1932
From: Yharnam

@ssolie: tried finally AGG demos on my classic. They look even better than I thought. Nice work.

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