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  (#61) Old
hmelihkara hmelihkara is offline
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26-Nov-2008, 23:30

Quote:
Originally Posted by Clone View Post
Jimmy,

Thanks for that...

I knew that was available but was concerned that it was dated September..

I'd read the whole thread and noted a few folks had issues with the Sept release.

LifePower had said he'd be releasing an updated version after Aztlan is finished.

Thanks...

Here is the Asphyre 5.0 (22 Sep 2008 version) + Particle Engine + Sprite Engine + BassLib...

These are the latest of their kinds and works perfect with asphyre 5.0. This rar file contains the asphyre directory that i used to write projects / games / etc. It contains about 35 examples (many of them belongs original examples others are that i downladed from some threads in this forum).

I'm using Delphi 2007 + Vista Ultimate x64

You must just download and add the source directories to the library path... Thats all...

The rar file is a little big so i put it to my rapid account:

Code:
http://rapidshare.com/files/167724080/ASPHYRE_EXTREME_5.0.rar
45 MBs in size...


There are 10 types of people in the world: who knows to code in binary and who doesn't!
  (#62) Old
Clone Clone is offline
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27-Nov-2008, 11:42

hmelihkara many thanks for that...I'll down load and get a playing :-)
  (#63) Old
krapotkin krapotkin is offline
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01-Dec-2008, 05:32

What do you think about to add some useful text to the AsphyreFonts.pas? Here's 2 overloaded methods to draw rotated text.
(Thanks to CHaser for it)

Code:
procedure TAsphyreFont.DisplayText(const Pos: TPoint2; const Text: WideString;
 Alpha: Single; CenterOffset : TPoint2; Angle:single);
var
 CharNo: Integer;
 uCode : Integer;
 xPos  : Single;
 Style : PFontStyle;
 Entry : PLetterEntry;
 Image : TAsphyreImage;
 Canvas: TAsphyreCanvas;
 iAlpha: Integer;
 DrawPos : TPoint2;
 DrawSize: TPoint2;
 Colors  : TColor2;
begin
 if (FOwner.Images = nil)or(FOwner.Canvas = nil) then Exit;

 Image:= FOwner.Images[FImageIndex];
 if (Image = nil) then Exit;

 Canvas:= FOwner.Canvas;

 // -> Start processing text.
 xPos  := Pos.x;
 CharNo:= 1;
 iAlpha:= MinMax2(Round(Alpha * 255.0), 0, 255);

 while (CharNo <= Length(Text)) do
  begin
   // -> Check if there are any tags in the text.
   if (ParseTag(Text, CharNo, False)) then Continue;

   // -> Retreive letter, its numerical code, and the current style.
   uCode:= Word(Text[CharNo]);
   Entry:= @Entries[uCode];
   Style:= PeekStyle();

   // -> Check whether the letter has its drawing information.
   if (Entry.Size.x < 1)or(Entry.Size.y < 1)or(Style = nil) then
    begin
     Inc(CharNo);
     xPos:= xPos + FWhitespace * FScale;
     Continue;
    end;

   if (Style = nil) then Continue;

   // -> Include leading space.
   xPos:= xPos + Entry.Leading * FScale;

   // -> Compute drawing position and size.
   DrawPos.x := xPos;
   DrawPos.y := Pos.y + (Entry.Top * FScale);

   DrawSize.x:= Entry.Size.x * FScale;
   DrawSize.y:= Entry.Size.y * FScale;

   // -> Interpolate drawing colors.
   Colors[0]:= cLerp(Style.Colors[0], Style.Colors[1], Entry.Top / FFontSize.y);
   Colors[1]:= cLerp(Style.Colors[0], Style.Colors[1],
    (Entry.Top + Entry.Size.y) / FFontSize.y);

   // -> Display the letter.
   Canvas.UseImagePx(Image, pxBounds4(Entry.Pos.x, Entry.Pos.y,
    Entry.Size.x, Entry.Size.y));

   if angle=0 then
   Canvas.TexMap(
    pBounds4(DrawPos.x, DrawPos.y, DrawSize.x, DrawSize.y),
    cColorAlpha4(Colors[0], Colors[0], Colors[1], Colors[1],
     iAlpha, iAlpha, iAlpha, iAlpha))
    else
   Canvas.TexMap(
    pRotate4se(DrawPos, DrawSize, Pos - DrawPos + CenterOffset, Angle, 1),
    cColorAlpha4(Colors[0], Colors[0], Colors[1], Colors[1],
     iAlpha, iAlpha, iAlpha, iAlpha));

   // -> Keep going horizontally.
   Inc(CharNo);
   xPos:= xPos + (Entry.Size.x + Entry.Trailing + FKerning) * FScale;
  end;
end;


procedure TAsphyreFont.TextOut(const Pos: TPoint2; const Text: WideString;
  const Colors: TColor2; CenterOffset: TPoint2; Angle: single; Alpha:single=1);
begin
 ClearStyles();
 PushStyle(Colors, 0);

 DisplayText(Pos, Text, Alpha, CenterOffset, Angle);

 ClearStyles();
end;

Last edited by krapotkin; 01-Dec-2008 at 06:10.
  (#64) Old
Liens Liens is offline
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14-Dec-2008, 21:51

The new graphics plug-ins compatibility is great.

Can someone explain to me, what is OpenGL good for in a Delphi application? Isn't OpenGL for cross-platform compatibility? And Delphi is windows only?
  (#65) Old
wagenheimer wagenheimer is offline
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15-Dec-2008, 00:30

Some older Video Cards have better OpenGL drivers than DirectX.

But the main ideia in the OpenGL Provider is the Cross-Compatibility! I'm just waiting the Lazarus compatible release of Asphyre to begin the tests in Mac OS.
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Liens Liens is offline
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15-Dec-2008, 05:01

I see, I looked up Lazarus and it looks nice. I will also wait for Asphyre to be Lazarus compatible and then make cross-platform games! Wohooo
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lifepower lifepower is offline
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15-Dec-2008, 05:10

Quote:
Originally Posted by wagenheimer View Post
Some older Video Cards have better OpenGL drivers than DirectX.
Actually, I'd say exactly the opposite. Older video cards tend to have DirectX drivers and OpenGL drivers absent altogether. However, OpenGL emulates stuff in software if no hardware acceleration is provided, so it may generally work (slowly) on older video cards where DirectX might be broken (due to outdated or faulty driver).

I don't have access to Linux/Macs to make Asphyre truly cross-platform, but I'm almost done porting Asphyre 5 to Lazarus (currently only 3D part needs porting). Even if used on Windows only, the advantage of Lazarus is that it's free and that it can target 64-bit platforms.
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wagenheimer wagenheimer is offline
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15-Dec-2008, 14:28

Quote:
Actually, I'd say exactly the opposite. Older video cards tend to have DirectX drivers and OpenGL drivers absent altogether. However, OpenGL emulates stuff in software if no hardware acceleration is provided, so it may generally work (slowly) on older video cards where DirectX might be broken (due to outdated or faulty driver).
Sure... i did say this because one of the first beta versions of Abra Academy 1
was done with Phoenix Engine (Using OpenGL), and the Final Version of Abra Academy
1 was done using Asphyre (DirectX). And I received a lot of reports of people
using old machines where the OpenGL version did works perfectly, but the DirectX
version didn´t even run. I think may be because of what did you said, the OpenGL
emulates in software some things where it´s not disponible by hardware.

Quote:
I don't have access to Linux/Macs to make Asphyre truly cross-platform, but I'm almost done porting Asphyre 5 to Lazarus (currently only 3D part needs porting). Even if used on Windows only, the advantage of Lazarus is that it's free and that it can target 64-bit platforms.
Wonderfull... I have an Imac, and I´m just wainting for the release to start the tests in Mac OS.
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03-Aug-2010, 08:24

Quote:
Originally Posted by wagenheimer View Post
Wonderfull... I have an Imac, and I´m just wainting for the release to start the tests in Mac OS.
Today I play with Mac also

BTW. No updates yet from @lifepower?
 

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