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TGEA 1.7.0 Beta 1 List

by Skylar Kelty · in Torque Game Engine Advanced · 03/19/2008 (9:17 am) · 4 replies

I will post everything I find here.

atlasExport.cpp : comment reads: // Torque Game Engine Advanced Advanced
atlasImageImport.cpp : comment reads: // Torque Game Engine Advanced Advanced

atlasImageImport.cpp :
atc->bitmap[alphaStep/4].setColor(leafX, leafY, c);
should be:
atc->bitmap[alphaStep/4].setColor(leafY, leafX, c);
Apparently, according to another bug report.. but.. i have doubts..

#1
04/02/2008 (10:00 am)
Hi Abydos,

have taken a look at this. I'm convinced the original code is correct. There is, however, a problem a few lines up:

for(S32 leafX=0; leafX<tileSize; leafX++)
            {
               for(S32 leafY=0; leafY<tileSize; leafY++)
               {
                  mSource->getColor(leafX + x*tileSize, leafY + y*tileSize, col.red, col.green, col.blue, col.alpha);
                  gb->setColor(leafY, leafX, col);
               }
            }

This mixes up X and Y when copying from the source to the tile and thus should be:

for(S32 leafX=0; leafX<tileSize; leafX++)
            {
               for(S32 leafY=0; leafY<tileSize; leafY++)
               {
                  mSource->getColor(leafX + x*tileSize, leafY + y*tileSize, col.red, col.green, col.blue, col.alpha);
                  gb->setColor(leafX, leafY, col);
               }
            }
#2
04/06/2008 (8:17 pm)
Just wanted to note that this has not been fixed in 1.7.0 final.
#3
05/23/2008 (12:18 pm)
And thusly Mr. Smarty Pants was proven wrong...

I finally gave this a more thorough look and it turns out that the existing code as such is correct. Case closed.
#4
05/23/2008 (2:17 pm)
Thanks Rene!