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Support / Re: Why does jPCT-AE need to keep the texture in the VM memory?
« on: December 25, 2016, 04:16:16 am »
I see, thanks for answering
And eh, nevermind the 16k resolution textures...
I guess I just got curious there
I have a small request however...
May I have the source code of the LensFlare class, learn from it, modify it and use it? (I'll probably end up writing my own class then)
So why?...
Well there's a few things I want to change/add I guess:
-> I want to use 5 textures in total
-> I don't want the burst texture to be repeated in the lens flare (that's where the 5th texture comes in)
-> I want to give the burst it's own scaling which isn't done with the global scaling
-> I don't really know how to get the 2D coordinates for blitting from this 3D world
-> I want to use 1/4th part of a 'complete texture'
My lens flare images are all spherical so...
I basically could just use 1/4th of this texture and blit it 4 times (by flipping the blit). (relying on the assumption that the LensFlare class uses blits and not it's own Object3D's)
And Merry Christmas by the way
And eh, nevermind the 16k resolution textures...
I guess I just got curious there
I have a small request however...
May I have the source code of the LensFlare class, learn from it, modify it and use it? (I'll probably end up writing my own class then)
So why?...
Well there's a few things I want to change/add I guess:
-> I want to use 5 textures in total
-> I don't want the burst texture to be repeated in the lens flare (that's where the 5th texture comes in)
-> I want to give the burst it's own scaling which isn't done with the global scaling
-> I don't really know how to get the 2D coordinates for blitting from this 3D world
-> I want to use 1/4th part of a 'complete texture'
My lens flare images are all spherical so...
I basically could just use 1/4th of this texture and blit it 4 times (by flipping the blit). (relying on the assumption that the LensFlare class uses blits and not it's own Object3D's)
And Merry Christmas by the way