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PostPosted: Aug 15, 2004 @ 3:57pm
by Johan

PostPosted: Aug 16, 2004 @ 12:50am
by egarayblas
Okay I will vote for the "dynamic fullscreen-windowed mode switcher". :)

Another feature that will be handy for PC game developers is the addition of an "OnLostFocus" event for GapiApplication. Gapidraw is now used on most PC casual games so these features will surely be very useful.

- Erick

PostPosted: Aug 16, 2004 @ 3:08am
by ppcStudios

PostPosted: Aug 16, 2004 @ 4:33am
by fzammetti

TGA format loader

PostPosted: Sep 7, 2004 @ 8:29am
by DigY
Johan, could you add a supprot for TGA format in CreateSurface method (with & without alpha chanel).

PostPosted: Sep 7, 2004 @ 1:44pm
by ppcStudios

PostPosted: Sep 7, 2004 @ 2:47pm
by Johan

PostPosted: Sep 7, 2004 @ 3:12pm
by fzammetti
(1) Drawing primitives - ellipses, polys, fills, crosshatches, gradient fills
This is one area where GD is somewhat lacking... I'd like to see it addressed.

(2) Additional text support - outlining, antialiasing, linebreak, etc.
With text being such an important part of virtually any product, expanding this functionality to be as powerful as possible is a good thing.

(3) SFX blts - screen rotations, blends, fades, disolves
Anything that in the end requires less developer time and effort is a good thing.

(4) Generic, time-based sprite engine
Along the same lines as the above... Your probably not going to be able to cover all the basis in a generic way, but even covering half of them would be a plus.

(5) Virtual linear backbuffer for easy pixel manipulation (pitch independent)
I think this one is kind of covered by using PocketHAL, isn't it? If so, change this to the pattern blitting one. It would still be nice to have a linear buffer without PH though, gives more options.

PostPosted: Sep 7, 2004 @ 4:18pm
by ppcStudios

PostPosted: Sep 7, 2004 @ 4:40pm
by fzammetti

PostPosted: Sep 7, 2004 @ 5:47pm
by ppcStudios

PostPosted: Sep 7, 2004 @ 10:50pm
by StarFury

PostPosted: Sep 15, 2004 @ 7:21am
by DigY
TGA format is very suitable for GapiDraw.
Because It can carry 32bits with 8-bit alpha channel and looks like bmp internally.
So It would be compressed good by GapiVFS.
And we get smaller VFS file with fast image loading .

PostPosted: Oct 9, 2004 @ 12:30am
by mitch
Here are some things I'd like to see in the future of GD:

1.) More text support definitely. One main one being multiline text drawing. Ideally it would be where you specify a target width w/ your text and CGapiBitmapFont and it will fill in as much as it can.

2.) A sprite engine would be nice.

3.) TGA Support!

Also, with regards to a sound engine, I would not want to see in GapiDraw; Think about it: GapiDraw.

PostPosted: Oct 12, 2004 @ 11:35pm
by Digby