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 :
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..
About the author
#2
04/06/2008 (8:17 pm)
Just wanted to note that this has not been fixed in 1.7.0 final.
#3
I finally gave this a more thorough look and it turns out that the existing code as such is correct. Case closed.
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!
Associate Rene Damm
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); } }