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More flexible image manipulation

Posted: Thu Nov 10, 2011 10:07 am
by Endorphin
Hello! x3
Yay, me and my questions again. x_X

So, I was looking at Image Manipulators today and that's what I found:
Image manipulators are limited to storing image data to the cache. This means that their result is of a fixed size, known in advance, and they can't change in response to game state or input.
... ouch.
That's bitter.
So... no image manipulating for LiveComposite or just... spontaneous manipulation?
<= Like tinting something grey, then go back to the original colors and repeat this. [Yeah, I guess this can be done with transform or transition, but not if with LiveComposition. =/]
And is there no way to tint the whole screen?
I'm here because I'm taking a break from the RMXP and I really, really miss the tint function. <_<""

I mean, if the Manipulators are really that unflexible, then I'll just extend my LiveComposition, but is there at least a tint screen thingy? ó.ò

I hope this was understandable [since my english sucks today [lol, not only today /shot]], and thank you in advance for your time!

- Ryouko

Re: More flexible image manipulation

Posted: Thu Nov 10, 2011 10:12 am
by PyTom
This is something I have planned out, and basically know how to do. But I won't be actually implementing this until after 6.14 is out.

Re: More flexible image manipulation

Posted: Thu Nov 10, 2011 10:17 am
by Endorphin
But you will, one day? *---*
PyTom, you're an angel. <3
[I'd bake you cookies, but you're living too far away. D;]
Are you only planing the tint screen thingy, or are you talking about more flexible manipulators, that would be able to handle LiveCompositions?
Or... both? *o*
But looking at this Ren'Py version, which is fairly fresh, I guess it's still gonna take some time, huh? ;__;
But again... you're pretty fast. Be patient, Ryouko~
Well, at least it get's done someday. <3

- Ryouko

Re: More flexible image manipulation

Posted: Fri Nov 11, 2011 12:13 am
by PyTom
The plan is to allow a ColorMatrix-style functionality to be applied to any displayable. So it would work on both the entire screen and individual displayables.

I'm not going to even hazard an ETA on this, since work has been keeping me fairly busy as of late. My big plan is for 6.14 to be the launcher rewrite, and 6.15 to be GL improvements. This will be part of those GL improvements.