Editor x,y coordinate discussion -- (was: "very disappointing...")

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  • SocksSocks London, UK.Member Posts: 12,822

    @tmann said:
    Ok, thanks. I was referring to this https://en.wikipedia.org/wiki/Subpixel_rendering which is normally only used for fonts anyway.

    Sub-pixel rendering is used everywhere rather than just on fonts !

  • tintrantintran Member Posts: 453

    @GeorgeGS said:
    Positions aren't changing to integers, we just force them to a whole number in the editor since it's more likely what most people want.

    Lua doesn't even really have an integer type so if we're doing math with values they can have a fractional part.

    I am perfectly okay with the editor snapping to whole numbers, in fact i think that's a nice feature.
    If Lua doesn't have an integer type,
    I'd imagine you're forcing the user change attributes of TileWidth to something round(input)...Please do not do this for actor position in the future.

  • tintrantintran Member Posts: 453

    That's great then... I didn't know that Lua didn't have integer type and just a number.
    So Integer is introduced by GS, so we shouldn't be restricted to using integers for something like position.
    For something like mode, or gamestate than integers makes sense..for things that interpolate can use Lua's number capabilities..we should also have that capability setting to a real number.

  • tmanntmann Member Posts: 278

    @Socks said:
    Anti-aliasing is sub-pixel rendering !

    You could could certainly say that subpixel rendering is a form of antialiasing but traditional antialiasing is NOT subpixel rendering.

    https://en.wikipedia.org/wiki/Subpixel_rendering

    @Socks said:
    Sub-pixel rendering is used everywhere rather than just on fonts !

    I thought it was mainly fonts.. http://bit.ly/1KY6wkg where are the everywheres ? :)

  • francis.charland@videotron.cafrancis.charland@videotron.ca 3D Artist/Generalist Quebec, CanadaMember, PRO Posts: 48
    edited July 2015

    Since this thread seems dedicated to x,y coordinates.... Would there be a way to let the user decide the snapping value of the actors dragged on stage?
    Could be nearest rounded value for those who don't want the decimals, like mentioned Or snap to a nearest specific multiple value like 8,16,32,64.... or whatever the user choose. Yes it basically comes back to a grid snapping system but it's soooo useful.
    The default option could be turned off but the user could decide to activate this snapping feature with a value of its choice when putting an actor on stage.

    I'm using Scene Builder at the moment which was develop by Manto (MantuApps) and it is very convenient. But since it's not an officially supported tool from GS I was hopping on eventual developement on the topic.

    A snapping to actors edges could be interesting too... Like the one in PS or AI.

    Regards.

  • GeorgeGSGeorgeGS Member, PRO Posts: 478

    @francis.charland@videotron.ca said:
    Since this thread seems dedicated to x,y coordinates.... Would there be a way to let the user decide the snapping value of the actors dragged on stage?

    We'd like to make a more full featured grid type system and allow snapping and such, but this was more of a "5 minute" fix.

  • francis.charland@videotron.cafrancis.charland@videotron.ca 3D Artist/Generalist Quebec, CanadaMember, PRO Posts: 48

    @GeorgeGS said:
    Ok thank you. Keep up with the awesome work on GS! :-)

  • pHghostpHghost London, UKMember Posts: 2,342

    @GeorgeGS said:
    but this was more of a "5 minute" fix

    Somebody mentioned this somewhere already, I don't remember who, but right now, the actors often snap to .5 positions, almost I would say more frequently than .0 positions. Not sure why it happens. In 99% of cases, once you grab and drag it again, it retains this .5 shift.

  • GeorgeGSGeorgeGS Member, PRO Posts: 478

    @pHghost said:
    Somebody mentioned this somewhere already, I don't remember who, but right now, the actors often snap to .5 positions, almost I would say more frequently than .0 positions. Not sure why it happens. In 99% of cases, once you grab and drag it again, it retains this .5 shift.

    In order to track that down I'd need some steps to reproduce it. I know it's probably not perfect, but it works almost all of the time and I wasn't able to find any obvious cases where it didn't.

  • pHghostpHghost London, UKMember Posts: 2,342

    @GeorgeGS said:
    In order to track that down I'd need some steps to reproduce it. I know it's probably not perfect, but it works almost all of the time and I wasn't able to find any obvious cases where it didn't.

    I was laying out a 20x20 grid, so 400 actors (48x48 size each), just dragging them into the scene, in a grid-like patten, nudging them with arrow keys later to touch precisely. A majority (well over 50%) were on a .5 position. It happened in both the X and Y axis, but a lot more often in the Y axis. So specific way to reproduce, just dropping a ton of actors in.

    I fortuantely know my way around the XML files, so it was easy to locate and batch change all of them to whole number positions, but for someone who doesn't understand XMLs or isn't confident enough to edit them, this is a more serious issue.

    I wish I could help more, but I'm not aware of anything out of the ordinary that would make it easier for you to locate the problem.

  • GeorgeGSGeorgeGS Member, PRO Posts: 478

    @pHghost said:
    I was laying out a 20x20 grid, so 400 actors (48x48 size each), just dragging them into the scene, in a grid-like patten, nudging them with arrow keys later to touch precisely.

    Is this on Mac or Windows? On both, nudge should be preserving any fraction, but it sounds like you're picking up a fraction during the initial drop process.

    We'll take another look and see if we can figure it out. There may be yet another way of getting actors in the scene we missed, seems like there's about a million ways for it to happen. :)

  • pHghostpHghost London, UKMember Posts: 2,342

    @GeorgeGS said:
    Is this on Mac or Windows? On both, nudge should be preserving any fraction, but it sounds like you're picking up a fraction during the initial drop process.

    Yes, exactly, the fraction is picked up during the initial drag and drop; nudging preserves fractions (or not) correctly.

    I'm on Mac.

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