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-   -   [Linux] GuiDrawingPanel error (https://forums.graalonline.com/forums/showthread.php?t=134257600)

xXziroXx 01-09-2010 05:09 AM

[Linux] GuiDrawingPanel error
 
It seems that as soon as either the width or height is higher than 1024 in a GuiDrawingPanel, it completely vanishes. Fix please?

DustyPorViva 01-09-2010 05:36 AM

1024x1024 is the limit for DrawingPanels, serverside and clientside. Makes it impossible to do things like generate a map :(

xXziroXx 01-09-2010 01:59 PM

Quote:

Originally Posted by DustyPorViva (Post 1549234)
1024x1024 is the limit for DrawingPanels, serverside and clientside.

Only on Linux as far as I know, works perfectly fine on Windows.

DustyPorViva 01-09-2010 02:00 PM

Quote:

Originally Posted by xXziroXx (Post 1549265)
Only on Linux as far as I know, works perfectly fine on Windows.

Never has for me...

xXziroXx 01-09-2010 02:29 PM

Quote:

Originally Posted by DustyPorViva (Post 1549266)
Never has for me...

Using it for the map on Maloria at the moment, and works on Windows but breaks for Linux users.

Admins 01-15-2010 02:16 AM

Why do you need bigger images? There are texture size limitations in OpenGL and DirectX, stuff should never be larger than 1024x1024.

DustyPorViva 01-15-2010 02:19 AM

Quote:

Originally Posted by Stefan (Post 1550482)
Why do you need bigger images? There are texture size limitations in OpenGL and DirectX, stuff should never be larger than 1024x1024.

Well serverside limits are troubling because currently there is no other way to generate maps of gmaps.

Tigairius 01-15-2010 02:43 AM

I've had problems with the limitations before when trying to place a tileset into a scrollctrl since a tileset is sometimes larger than 1024 in width.

xXziroXx 01-15-2010 02:51 AM

Quote:

Originally Posted by Stefan (Post 1550482)
Why do you need bigger images? There are texture size limitations in OpenGL and DirectX, stuff should never be larger than 1024x1024.

The map (M menu) on Maloria stretches to the size of the Graal screen, as well as all the sub-controls on it.

DustyPorViva 01-15-2010 02:55 AM

Quote:

Originally Posted by Tigairius (Post 1550486)
I've had problems with the limitations before when trying to place a tileset into a scrollctrl since a tileset is sometimes larger than 1024 in width.

O.o... what tileset? Doesn't the format nw levels use max the amount of possible tiles at the current default(pics1) amount? Which ends up with an image width of 1024?

Admins 01-19-2010 03:28 PM

The tileset is not hold as texture in memory, you can draw tiles into a drawing panel. For drawing or generating big maps it's better to use several images.

DustyPorViva 01-19-2010 03:52 PM

Quote:

Originally Posted by Stefan (Post 1551248)
For drawing or generating big maps it's better to use several images.

But not automatic in any way. We'd have to sit and manually stick them together... how is that in any way better?

ffcmike 02-05-2010 12:50 AM

We were using this method to emulate Default Inventory on Classic, which is fairly likely to require drawing over a distance of 1024 pixels, worked fine on V5 with both Windows and Linux, and now broken with V6.
Really do not want to have to draw this in different pieces, and I don't think there is any other viable method that allows for drawing tiled or stretched "image parts".

fowlplay4 02-05-2010 01:00 AM

Quote:

Originally Posted by ffcmike (Post 1554176)
We were using this method to emulate Default Inventory on Classic, which is fairly likely to require drawing over a distance of 1024 pixels, worked fine on V5 with both Windows and Linux, and now broken with V6.
Really do not want to have to draw this in different pieces, and I don't think there is any other viable method that allows for drawing tiled or stretched "image parts".

Why not just use a GuiShowImgCtrl in a GuiStretchCtrl, or make a GuiProfile that mimics it.

ffcmike 02-05-2010 01:27 AM

Quote:

Originally Posted by fowlplay4 (Post 1554185)
Why not just use a GuiShowImgCtrl in a GuiStretchCtrl, or make a GuiProfile that mimics it.

The Panel object is also being used after the initial display to draw stuff like Highlights beneath button + text controls for when an Item is selected within Inventory, this can't properly be done on the Buttons themself.
ShowImgCtrls still give you the problem of the background being split into different pieces, possible to work with but an un-necessary hassle.

With the drawing panel I actually made a re-useable function to draw player.letters background + Characters for Inventory, Paused Display, Dead display and the same is intended for Say2 style Displays etc, to have to change this to a different method or seperate Inventory into something else would be pretty annoying.


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