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  #1  
Old 01-09-2010, 05:09 AM
xXziroXx xXziroXx is offline
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[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?
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  #2  
Old 01-09-2010, 05:36 AM
DustyPorViva DustyPorViva is offline
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1024x1024 is the limit for DrawingPanels, serverside and clientside. Makes it impossible to do things like generate a map
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  #3  
Old 01-09-2010, 01:59 PM
xXziroXx xXziroXx is offline
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Quote:
Originally Posted by DustyPorViva View Post
1024x1024 is the limit for DrawingPanels, serverside and clientside.
Only on Linux as far as I know, works perfectly fine on Windows.
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  #4  
Old 01-09-2010, 02:00 PM
DustyPorViva DustyPorViva is offline
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Originally Posted by xXziroXx View Post
Only on Linux as far as I know, works perfectly fine on Windows.
Never has for me...
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  #5  
Old 01-09-2010, 02:29 PM
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Quote:
Originally Posted by DustyPorViva View Post
Never has for me...
Using it for the map on Maloria at the moment, and works on Windows but breaks for Linux users.
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  #6  
Old 01-15-2010, 02:16 AM
Admins Admins is offline
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Why do you need bigger images? There are texture size limitations in OpenGL and DirectX, stuff should never be larger than 1024x1024.
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  #7  
Old 01-15-2010, 02:19 AM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Stefan View Post
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.
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  #8  
Old 01-15-2010, 02:43 AM
Tigairius Tigairius is offline
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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.
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  #9  
Old 01-15-2010, 02:51 AM
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Quote:
Originally Posted by Stefan View Post
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.
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  #10  
Old 01-15-2010, 02:55 AM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Tigairius View Post
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?
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  #11  
Old 01-19-2010, 03:28 PM
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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.
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  #12  
Old 01-19-2010, 03:52 PM
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Quote:
Originally Posted by Stefan View Post
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?
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  #13  
Old 02-05-2010, 12:50 AM
ffcmike ffcmike is offline
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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".
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Old 02-05-2010, 01:00 AM
fowlplay4 fowlplay4 is offline
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Quote:
Originally Posted by ffcmike View Post
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.
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Old 02-05-2010, 01:27 AM
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Quote:
Originally Posted by fowlplay4 View Post
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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