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Photon - GFX engine


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#1 PsichiX

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Posted 11 August 2010 - 09:49 PM

Title: Photon - Graphics library (XenoN Core graphics module wrapper)

Kind: Graphics engine

Download: http://psichix.gmcla...file=Photon.zip
File size: 2,76 mb.

Authors:

Programming: PsichiX (XenoN Core)


Description: Photon is simple to use and light-weight graphics library based on high technology of rendering which allow to make efficient rendering process. Support: VBO (vertex buffers), FBO (textures as frame buffers), GLSL shaders (graphics effects for advanced graphics rendering), matrix operations, multitexturing, float textures (pixels as float numbers, not as clamped color values), that's all what is missing in built-in GM functionality.

For now there is only 3 examples, next will be added soon, first will be 2D water and bloom/glow, maybe even tomorrow one of those.

Enjoy :)

Edited by PsichiX, 12 August 2010 - 05:28 AM.

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#2 posva

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Posted 11 August 2010 - 10:48 PM

mmmh... look interesting, i'm gonna give it a try!

Edit: it's still a little difficult to use xD
i don't see what s missing in GM >.< and why the max speed is 60 FPS?

Edited by posva, 11 August 2010 - 10:51 PM.

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#3 TheMagicNumber

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Posted 12 August 2010 - 03:51 AM

You should really make it more compatible, or at least list requirements.
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#4 freko

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Posted 12 August 2010 - 04:06 AM

Sweet! this one is working :)
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#5 PsichiX

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Posted 12 August 2010 - 04:47 AM

i don't see what s missing in GM >.< and why the max speed is 60 FPS?

GM doesn't support vertex buffer (d3d_model aren't vbo), surfaces in GM doesn't have depth buffer and are not to use in 3d mode (what is needed in shadow mapping), GM DOESN'T HAVE SHADERS :P and matrix operations in GM doesn't have matrix stack, there are only one matrix and we can modify only transform matrix in GM, but in photon we can modify and setup our own for modelview, projection and texture matrices :D and more and more ;p
to disable Vsync use PhVsync( false ) - it's enabled by default.
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#6 3D2DGAMES

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Posted 12 August 2010 - 04:58 AM

I get an "unexpected error occurred while running the game" message. I am using GM8. idk why it does it.

EDIT:
I found where the error is coming from. its coming from this function.

PhInitiation(window_handle());

Edited by 3D2DGAMES, 12 August 2010 - 05:05 AM.

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#7 PsichiX

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Posted 12 August 2010 - 05:26 AM

hmm, i don't know yet why, but i will try test some things on pc with gm8 and if this will not help, then i will put GMapi into Photon DLL, maybe that would help.
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#8 Sindarin

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Posted 13 August 2010 - 01:56 PM

I get the following error for the 'effects' room,
Posted Image
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#9 Dylan93

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Posted 13 August 2010 - 05:06 PM

I get the following error for the 'effects' room,
Posted Image


Same here on a 4770 HD
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Posted Image


#10 Phantom107

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Posted 15 August 2010 - 01:28 PM

Maybe there is hope for GM 2d after all! It runs flawlessly on XFX GTX 275 896 MB. I was impressed by the color-to-grayscale shader, I will try to get something similar to work in CG.
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#11 slayer 64

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Posted 15 August 2010 - 08:23 PM

i get unexpected errors after i choose a room to goto. i tried in gm7 and 8.
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#12 TheMagicNumber

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Posted 15 August 2010 - 11:02 PM

It requires specific hardware to work properly.
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#13 PsichiX

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Posted 16 August 2010 - 05:26 AM

yes, because Photon have new technology features and it need geforce 6 (maybe even 5) series minimum or similiar ati, to work properly.
next update will have model and font. elements

Dylan & Sindarin: You have got a shader error, i will try rewrite this shader because on some ati it doesn't work

Edited by PsichiX, 16 August 2010 - 06:12 AM.

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#14 TheMagicNumber

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Posted 16 August 2010 - 05:01 PM

You should do something about the crashing, at least make it tell the user that they wont be able to run it.
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#15 Sindarin

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Posted 16 August 2010 - 08:03 PM

Dylan & Sindarin: You have got a shader error, i will try rewrite this shader because on some ati it doesn't work


Thanks PsichiX, I am so disappointed with ATI and especially its poor OpenGL/Shader support. :/
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#16 freko

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Posted 16 August 2010 - 08:08 PM

Everything works fine. :Geforce 8 here

did I say that already :whistle:

Edited by freko, 16 August 2010 - 08:10 PM.

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#17 GamerXP

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Posted 19 August 2010 - 02:38 PM

Is there some way to draw sprites on those canvases simpler (and probably faster) than creating them for every sprite?
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#18 PsichiX

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Posted 19 August 2010 - 03:22 PM

last parameter named forcednofbo set to true to create just texture, unabled to modify, if it's that what you mean.

Edited by PsichiX, 19 August 2010 - 03:23 PM.

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#19 GamerXP

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Posted 19 August 2010 - 04:46 PM

Well. I'm using surfaces to draw screen in my game. I wanted to change surfaces to canvases (cause I really need hardware acceleration and also grayscale effect) - so I asked. Well, I didn't really tried to do it yet. Just asked if there easy way to do it

I tried. It worked by setiing pic 1 texture and drawing it and then changing texture again and also drawing it. Well, if there is now way but to make it like - maybe you should make some user-friendly function like draw_sprite_canvas(sprite id,x,y...)? And also make gex-file or at least add comments with arguments to script. That will be cool - hardware accelerated drawing to Game Maker. It's probably also possible to draw sprites loaded to GM like this (if not just with that engine, then that will probably will help somehow: http://gmc.yoyogames...howtopic=429267)

Edited by GamerXP, 19 August 2010 - 05:05 PM.

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