OpenGL translucent texture over other texture

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ezee
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Re: OpenGL translucent texture over other texture

Post by ezee »

Thank you !

Now that you have the concept in mind , all your optimizations ideas will find a place .
:wink:
edit :
struct S_AnimOptions
{
bool Up; // everybody understand that , even a french
bool Close;// everybody understand that , even a french
bool Alpha;// everybody understand that , even a french
}options ;
better ?
:)
I just want to verify how animation is done and used for the explosions as example .
And see what's goin'on .
:)

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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ezee
Intrepid Venturer
Intrepid Venturer
Posts: 703
Joined: Tue Feb 11, 2014 12:47 am
Location: FRANCE
Contact:

Re: OpenGL translucent texture over other texture

Post by ezee »

So my listing for the classes and namespaces that use Animation in the 0.5.1 rc1 :

class Faction
namespace FactionUtil
class CommunicationMessage
class Bolt
class GameCockpit : public Cockpit
class CommunicatingAI : public Order
class CommunicationMessage
class CoordinateSelect
FireKeyboard c code
HaloSystem (#ifdef CAR_SIM )
struct UnitImages
class LocationSelect
static Animation *SplashScreen = NULL; yeah the actual splash system
Mesh::ProcessZFarMeshes( bool nocamerasetup )
Animation* Pilot::getCommFace
class GamePlanet (Animation *shine;)
Mission::call_unit hey probably that one that launch oswald ....
GameStarSystem::Draw( bool DrawCockpit )
star_system_jump.cpp
unit_damage.h c code
namespace UnitUtil c code
unit_fonction.h c code->
//Various functions that were used in .cpp files that are now included because of
//the temple GameUnit class
//If not separated from those files functions would be defined in multiple places
//Those functions are client specific
ah ah ah , a c coder unhappy with the class system ? :lol:
universe_util.cpp c code
class VDU : public VSSprite

that seem to be all .
And they should all work with a Animation2 instead of Animation , if each destructor is virtual .

->the new code generation would be for exemple my new 2dcockpits

class GameCockpit2 : public GameCockpit
{ i use Animation2 instead of Animation};

Other old classes could be updated the same way .
The old still work , but you have a new deal with the nextgen code
:)

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
Vegastrike evolved
DEV YOUTUBE CHANNEL
Vegastrike evolved wiki
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