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Found 4 results

  1. Hello community, long time no see. I am working on my own graphical user interface, for my super duper rpg game :). The use separate textures for each button state, etc. I consider it not effective! It is better to load the texture with the atlas of the whole GUI once. And use her. In order to draw a texture from the atlas, we need to slightly modify the standard shader (drawimage), and save it under a different name (drawimagerect). Shader #version 400 uniform vec4 drawcolor; uniform sampler2D texture0; uniform vec4 rect; in vec2 vTexCoords0; out vec4 fragData0; void ma
  2. As I make an infrastructure for a new LE project - a simple logic puzzler with cuboid manipulation and matching - I have to use context rendering for GUI. As is well known, LE offers only a basic drawing functionalities, some of which are broken btw. To paliate the problem, I've written a simple 2D drawing library. The library offers such intuitive entities as text, rect, image and animation with accompanying methods such as SetPosition, SetRotation, SetScale, SetPivot (for rotation purposes), etc, as well as methods for testing mouse interaction and entities intersection. I've tried to ma
  3. While coding my lua GUI I found that I needed to be able to fill many 2d polygons. After looking at quite a few algorithms (I am very bad at math), I found one created in lua and felt that I needed to share. It was converted from the Corona lua which was in turn converted from PSP lua. I have modified it to work without change in Leadwerks See here for examples on how it works: http://forums.coronalabs.com/topic/8084-drawing-a-polygon-with-a-fill/ function rgbatovec4scalar(rgb,a) return Vec4(rgb[1]/256,rgb[2]/256,rgb[3]/256,a/256) end function paintPoly(poly, xoffset, yoffset,
  4. Hi guys, finally I have some more freetime back and have restarted developing with Leadwerks more intensively in C#. Currently I'm working on multiple extensions for the .NET Wrapper of Leadwerks and I'm also finishing / continuing developing my tools. Later I hope this will all fit in one easy to use framework. First here is a screen of new nightsky texture used in my lua daynight script (not completely correct scaled) : the texture was made by taking screenshots from the stellarium software ( http://www.stellarium.org ) and building a cubemap out of them. Also I have st
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