TGE -> TGEA 1.8.1: Merge Questions
by Michael K. · in Torque Game Engine Advanced · 03/15/2009 (7:54 am) · 4 replies
I am currently merging a tge project to tgea 1.8.1, but now i have some questions.
How would the following be called/referenced in TGEA 1.8.1?
.....................................................
TextureHandle blahTexture;
TextureHandle(WHATEVER, BitmapTexture);
dglSetBitmapModulation(.....);
dglClearBitmapModulation();
dglDrawText(.....);
dglDrawBitmap(.....);
dglDrawBitmapStretch(.....);
dglDrawRectFill(.....);
glEnable(GL_SCISSOR_TEST);
glDisable(GL_SCISSOR_TEST);
glScissor(sx, sy, mScissorExtent.x, mScissorExtent.y);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(....);
glBindTexture(GL_TEXTURE_2D, mTextureHandle.getGLName() );
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(offset.x, offset.y);
glTranslated(....);
glScalef(.....);
glPushMatrix();
glPopMatrix();
glPushMatrix();
glRotatef(....);
glEnd();
.....................................................
Where has "gui/core/guiTSControl.h" gone to?
I know "Player::renderImage" has been split up, but where has this part gone to: "if (mShapeInstance && renderPlayer && DetailManager::selectCurrentDetail(mShapeInstance)) {
.....}" ?
Thank you for any help!
How would the following be called/referenced in TGEA 1.8.1?
.....................................................
TextureHandle blahTexture;
TextureHandle(WHATEVER, BitmapTexture);
dglSetBitmapModulation(.....);
dglClearBitmapModulation();
dglDrawText(.....);
dglDrawBitmap(.....);
dglDrawBitmapStretch(.....);
dglDrawRectFill(.....);
glEnable(GL_SCISSOR_TEST);
glDisable(GL_SCISSOR_TEST);
glScissor(sx, sy, mScissorExtent.x, mScissorExtent.y);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(....);
glBindTexture(GL_TEXTURE_2D, mTextureHandle.getGLName() );
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(offset.x, offset.y);
glTranslated(....);
glScalef(.....);
glPushMatrix();
glPopMatrix();
glPushMatrix();
glRotatef(....);
glEnd();
.....................................................
Where has "gui/core/guiTSControl.h" gone to?
I know "Player::renderImage" has been split up, but where has this part gone to: "if (mShapeInstance && renderPlayer && DetailManager::selectCurrentDetail(mShapeInstance)) {
.....}" ?
Thank you for any help!
About the author
#2
03/16/2009 (12:24 am)
Thanks Mike!
#3
TextureHandle => GFXTexHandle
dglSetBitmapModulation(.....); => GFX->getDrawUtil()->setBitmapModulation(..);
dglClearBitmapModulation(); => GFX->getDrawUtil()->clearBitmapModulation();
dglDrawText(.....); => GFX->getDrawUtil()->DrawText(..);
dglDrawBitmap(.....); => GFX->getDrawUtil()->DrawBitmap(..);
dglDrawBitmapStretch(.....); => GFX->getDrawUtil()->DrawBitmapStretch(..); ****
dglDrawRectFill(.....); => GFX->getDrawUtil()->DrawRectFill(..); ****
glEnable(GL_BLEND); => GFX->setZEnable(true);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); =>
GFX->setAlphaBlendEnable(true);
GFX->setSrcBlend(GFXBlendSrcAlpha);
GFX->setDestBlend(GFXBlendInvSrcAlpha);
glPopMatrix(); => GFX->popWorldMatrix();
glPushMatrix(); => GFX->pushWorldMatrix(); ****
**** = I'm guessing here.
Can anyone help with the rest?
Thanks!
03/16/2009 (12:56 am)
So far i could find references for the following:TextureHandle => GFXTexHandle
dglSetBitmapModulation(.....); => GFX->getDrawUtil()->setBitmapModulation(..);
dglClearBitmapModulation(); => GFX->getDrawUtil()->clearBitmapModulation();
dglDrawText(.....); => GFX->getDrawUtil()->DrawText(..);
dglDrawBitmap(.....); => GFX->getDrawUtil()->DrawBitmap(..);
dglDrawBitmapStretch(.....); => GFX->getDrawUtil()->DrawBitmapStretch(..); ****
dglDrawRectFill(.....); => GFX->getDrawUtil()->DrawRectFill(..); ****
glEnable(GL_BLEND); => GFX->setZEnable(true);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); =>
GFX->setAlphaBlendEnable(true);
GFX->setSrcBlend(GFXBlendSrcAlpha);
GFX->setDestBlend(GFXBlendInvSrcAlpha);
glPopMatrix(); => GFX->popWorldMatrix();
glPushMatrix(); => GFX->pushWorldMatrix(); ****
**** = I'm guessing here.
Can anyone help with the rest?
Thanks!
#4
TGEA 1.8.1 Gotchas
Make sure you check out the section about render delegates and stateblocks.
Maybe this thread will also be of some use:
-> 1.8.1 migration info collection
Try comparing render functions in 1.7.1 and 1.8.1, and it will be very easy to port rendering stuff once you get the hang of it.
03/16/2009 (1:43 am)
See if this helps you:TGEA 1.8.1 Gotchas
Make sure you check out the section about render delegates and stateblocks.
Maybe this thread will also be of some use:
-> 1.8.1 migration info collection
Try comparing render functions in 1.7.1 and 1.8.1, and it will be very easy to port rendering stuff once you get the hang of it.
Torque Owner Mike Rowley
Mike Rowley
What torque is doing now is transforming from gl (openGl) to a GFX device which makes writing code for both gl and dx easier. I don't pretend to understand the code, just some of what they are doing.