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Samwel
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Re: Updated Anti-Grain Geometry for OS4 Posted on 15-Feb-2005 6:12:31
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Elite Member |
Joined: 7-Apr-2004 Posts: 3404
From: Sweden | | |
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| Great work!
I'm sure this will come to good use some time in the future
/Harry _________________ /Harry
[SOLD] µA1-C - 750GX 800MHz - 512MB - Antec Aria case
Avatar by HNL_DK!
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Anonymous
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Re: Updated Anti-Grain Geometry for OS4 Posted on 15-Feb-2005 6:23:15
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| @Samwel
There's a game using it that you can try out: WW2
/Björn |
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Samwel
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Re: Updated Anti-Grain Geometry for OS4 Posted on 15-Feb-2005 6:25:08
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Joined: 7-Apr-2004 Posts: 3404
From: Sweden | | |
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| @Origin
Yeah I saw that just after posting I have downloaded it!
/Harry _________________ /Harry
[SOLD] µA1-C - 750GX 800MHz - 512MB - Antec Aria case
Avatar by HNL_DK!
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AmigaClyde
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Re: Updated Anti-Grain Geometry for OS4 Posted on 15-Feb-2005 6:33:47
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Elite Member |
Joined: 8-Mar-2003 Posts: 2007
From: Noranda Canada | | |
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| Great work guys. My grandchildren realy love the demos. _________________ --------- AmigaClyde
µA1-C 750GX@800 using OS4.1
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afxgroup
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Re: Updated Anti-Grain Geometry for OS4 Posted on 15-Feb-2005 8:45:01
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Super Member |
Joined: 8-Mar-2004 Posts: 1968
From: Taranto, Italy | | |
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| 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? _________________ http://www.amigasoft.net
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FuZion
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Re: Updated Anti-Grain Geometry for OS4 Posted on 15-Feb-2005 10:02:18
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Super Member |
Joined: 22-Nov-2003 Posts: 1962
From: Birmingham, England | | |
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| I LOVE this AntiGrain engine.
This is most excellent. Especially the SDK... Get coding you clever people
FuZion. |
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Toaks
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Re: Updated Anti-Grain Geometry for OS4 Posted on 15-Feb-2005 12:07:16
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Elite Member |
Joined: 10-Mar-2003 Posts: 8042
From: amigaguru.com | | |
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| great work ssolie, theese has allready come in hand here.. _________________ See my blog and collection website! . https://www.blog.amigaguru.com
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ssolie
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Re: Updated Anti-Grain Geometry for OS4 Posted on 15-Feb-2005 15:15:02
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Elite Member |
Joined: 10-Mar-2003 Posts: 2755
From: Alberta, Canada | | |
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| 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.
_________________ ExecSG Team Lead
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FuZion
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Re: Updated Anti-Grain Geometry for OS4 Posted on 15-Feb-2005 15:26:26
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Super Member |
Joined: 22-Nov-2003 Posts: 1962
From: Birmingham, England | | |
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| @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
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Re: Updated Anti-Grain Geometry for OS4 Posted on 15-Feb-2005 15:31:10
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Elite Member |
Joined: 10-Mar-2003 Posts: 2755
From: Alberta, Canada | | |
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| @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. _________________ ExecSG Team Lead
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ssolie
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Re: Updated Anti-Grain Geometry for OS4 Posted on 15-Feb-2005 15:41:11
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Elite Member |
Joined: 10-Mar-2003 Posts: 2755
From: Alberta, Canada | | |
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| @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. _________________ ExecSG Team Lead
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FuZion
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Re: Updated Anti-Grain Geometry for OS4 Posted on 15-Feb-2005 18:35:35
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Joined: 22-Nov-2003 Posts: 1962
From: Birmingham, England | | |
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afxgroup
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Re: Updated Anti-Grain Geometry for OS4 Posted on 15-Feb-2005 22:20:15
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Super Member |
Joined: 8-Mar-2004 Posts: 1968
From: Taranto, Italy | | |
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| @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? _________________ http://www.amigasoft.net
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Mr_Capehill
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Re: Updated Anti-Grain Geometry for OS4 Posted on 15-Feb-2005 22:58:24
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Super Member |
Joined: 15-Mar-2003 Posts: 1933
From: Yharnam | | |
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| @ssolie: tried finally AGG demos on my classic. They look even better than I thought. Nice work. |
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