[futurebasic] Re: [FB] Re: "just" rotation... (help)

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From: "Peter Dempsey" <theviron@...>
Date: Tue, 09 Jan 2001 16:09:35 -0600
****** First of all I have recently realized that I made a big ol mistake 
sending that out (verrryy sorry!)******

Anyway, yes I'd like that simpleton's picture rotation.  Scattered 
throughout here you will find some semi-important responses...

-Peter Dempsey

>From: Robert Covington <artlythere@...>
>Reply-To: futurebasic@...
>To: futurebasic@...
>Subject: [FB] Re: "just" rotation... (help)
>Date: Mon, 8 Jan 2001 20:54:34 -0400
>
>Peterrrrr,
>
>I work in 32 bit Gworlds, you are probably using 8 bit.
>But I can send you a version that you can supply the GWorld address, and
>the rect(s) you need if you will send me the format you need...
umm yes...

this is what I do
fn newgworld(gScratchWorld&,0,gScratchRect,0,0,_UseTempMem)

(in this one, specifically, i set scratch rect to the screen size)

I don't know whether I am setting the color depth... I don't rember anywhere 
about that...

However, do notice the _UseTempMem.  I tried it without that and it maxed 
out at smaller than I wanted (can't remember the exact numbers, both x & y 
were under two thousand).  So I used that and it seemed to be big enough.  
Something else I was supposed to do? (I think this might have been before I 
joined the list)

>
>Important things to know: depth of Gworld, rect of Gworld, rect you are
>rotating, angle.
>However:
>
> >(i copied the ships using the loop tool,
> >and magically the empty space between the ship and its rect doesn't
> >appear... no clue how/why though... but that magical benefit will be lost
> >once I use rect rotations)
>
>Pre-rendered PICTs are going to be faster than manually rotating your ship
>using code like mine or FN JN I would think. Plus most programs that do
>animation can also render a mask which you could then use.
Currently, I use pre-rendered picts (which have the masks with them... handy 
loop tool).  You see, the biggest problem with Starships is that it is over 
4 and a half megs right NOW (36 pictures a ship adds up pretty darn fast).  
I have an old dial-up ;) so I know how bad that is.  Also, about them 
looking really bad when rotated... well theres not much to begin with 
(::cough cough:: hand drawn).  I simply drew something that looked more like 
a moldy block of cheese and then rotated it 10 degrees 35 times.

So, if I only had 1 pict to rotate, I bet I could cut those megs WAY down.  
However, speed is good.  So I was perhaps thinking an intermediate program 
that would go with starships.  It could take a picture, rotate it the proper 
degrees, then save the pictures in starships.  Sort of a download helper.  I 
could also try it in game, but it depends on how slow (fast) it is.
>
>What you can do is paste all the PICTs and masks onto a big master PICT
>image, record the rects (my program Rectal Itcher makes this easier) and
>then make a master GWorld, and shuffle the various rects for image and mask
>to Copybits/CopyMask.

I'm not really familiar with copy mask.  I'll look into it and see if I can 
figure it out.

>
>To animate your ship you would cycle though the various rects in sequence
>according to the key commands.
>
>If you need a render of your ship in a 3D program rotated to whatever
>number of frames you need to achieve smooth animation, let me know.
I'm not quite sure what you're offering... the use of a 3D art program? As I 
said above, these are the cheasiest ships imaginable.  My Alien Carrier 
looks more like a green crescent moon (with a tail or something) in a 
child's book...

In other words, they aren't 3D.  They are flat and pixelated =(. (I'm so old 
fashioned)
>
>
>Robert Covington
>
>
>
>--
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>

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