[1.4/1.5] Pixel Manipulation
#21
Posted 15 August 2012 - 03:19 AM
#22
Posted 15 August 2012 - 04:14 AM
dimitriye98, on 15 August 2012 - 03:01 AM, said:
Pharap, on 14 August 2012 - 09:29 AM, said:
No you don't, you get the character size. A screen can display 900 ascii characters.
Unless the average computer screen has only 5,000 pixels, they weren't (here's a hint, my laptop screen resolution is 1366x768, and has 1049088 pixels).
Yes, they are talking about the only current way to develop non-text guis. Changing the text texture file. (Yes, the text on a computercraft screen is made of rendered textures. LWJGL does not support individual pixel changing as far as I am aware. Like I said the only way to do it this far away from the central draw event is to edit textures on the fly, which will cause a fair bit of lag after about the 7th screen +/- 3)
Like I keep saying look at this image I made earlier:
dimitriye98, on 13 August 2012 - 09:01 AM, said:

Those are the "pixels" I want to change. As in, the little white squares that make up the text on the computer craft screen. These are many times bigger than the pixels you are talking about, the pixels on the actual computer screen.
It's still the same base problem, it means a complete design of how the screen works and if every character on the screen was 8 pixels you'd be rendering 8 times as many textures on top of each console. It's a significant increase.
#23
Posted 15 August 2012 - 04:23 AM
Pharap, on 15 August 2012 - 04:14 AM, said:
dimitriye98, on 15 August 2012 - 03:01 AM, said:
Pharap, on 14 August 2012 - 09:29 AM, said:
No you don't, you get the character size. A screen can display 900 ascii characters.
Unless the average computer screen has only 5,000 pixels, they weren't (here's a hint, my laptop screen resolution is 1366x768, and has 1049088 pixels).
Yes, they are talking about the only current way to develop non-text guis. Changing the text texture file. (Yes, the text on a computercraft screen is made of rendered textures. LWJGL does not support individual pixel changing as far as I am aware. Like I said the only way to do it this far away from the central draw event is to edit textures on the fly, which will cause a fair bit of lag after about the 7th screen +/- 3)
Like I keep saying look at this image I made earlier:
dimitriye98, on 13 August 2012 - 09:01 AM, said:

Those are the "pixels" I want to change. As in, the little white squares that make up the text on the computer craft screen. These are many times bigger than the pixels you are talking about, the pixels on the actual computer screen.
It's still the same base problem, it means a complete design of how the screen works and if every character on the screen was 8 pixels you'd be rendering 8 times as many textures on top of each console. It's a significant increase.
There's no law of nature saying each pixel has to be rendered as a separate texture. It could be one texture for the whole screen updated when the computer changes pixels, for example.
#24
Posted 15 August 2012 - 04:49 AM
#25
Posted 15 August 2012 - 04:28 PM
luanub, on 15 August 2012 - 04:49 AM, said:
Interesting, how would such a low-resolution thing that only needs to be sent fully on opening and just updates on changes put any stress on smp?
#26
Posted 15 August 2012 - 07:42 PM
Do you work with servers? I spent 8+ hours at day working on them...
#27
Posted 16 August 2012 - 12:01 AM
Pharap, on 14 August 2012 - 04:49 PM, said:
Now, I mean if every computer had a font.png file in their directory it could be transferred to the client when opening the computer, like a texture pack.
Now, I can see the trouble considering the speed and I don't know how long it would take to transfer an image even if it only was in 256 or even 16 colors. (I don't know if you can do that with .png)
But there must be a way to make this happen, even if it should be an add-on.
#28
Posted 16 August 2012 - 12:35 AM
I haven't played with it so I'm not sure what all it is capable of.
#29
Posted 16 August 2012 - 12:41 AM
luanub, on 15 August 2012 - 07:42 PM, said:
Do you work with servers? I spent 8+ hours at day working on them...
Which isn't too much updating, if setting a few pixels on/off lags a server they shouldn't be hosting
#30
Posted 16 August 2012 - 01:38 AM
#31
Posted 16 August 2012 - 06:00 AM
immibis, on 15 August 2012 - 04:23 AM, said:
Pharap, on 15 August 2012 - 04:14 AM, said:
dimitriye98, on 15 August 2012 - 03:01 AM, said:
Pharap, on 14 August 2012 - 09:29 AM, said:
No you don't, you get the character size. A screen can display 900 ascii characters.
Unless the average computer screen has only 5,000 pixels, they weren't (here's a hint, my laptop screen resolution is 1366x768, and has 1049088 pixels).
Yes, they are talking about the only current way to develop non-text guis. Changing the text texture file. (Yes, the text on a computercraft screen is made of rendered textures. LWJGL does not support individual pixel changing as far as I am aware. Like I said the only way to do it this far away from the central draw event is to edit textures on the fly, which will cause a fair bit of lag after about the 7th screen +/- 3)
Like I keep saying look at this image I made earlier:
dimitriye98, on 13 August 2012 - 09:01 AM, said:

Those are the "pixels" I want to change. As in, the little white squares that make up the text on the computer craft screen. These are many times bigger than the pixels you are talking about, the pixels on the actual computer screen.
It's still the same base problem, it means a complete design of how the screen works and if every character on the screen was 8 pixels you'd be rendering 8 times as many textures on top of each console. It's a significant increase.
There's no law of nature saying each pixel has to be rendered as a separate texture. It could be one texture for the whole screen updated when the computer changes pixels, for example.
Even doing it that way could have major negative effects. It means that the texture has to be opened for editing, then each pixel has to be read and updated according to the new arrangement. This arguable takes longer than the method I stated earlier since you are editing a texture mid game, also meaning you have to store each computer's texture separately on top of that, and the edit would have to occur each update without a complicated way of testing if it needs updating (you can't test if images are equal in programming since they are essentially large arrays of data, you can only assign images).
#32
Posted 16 August 2012 - 07:34 AM
Is this feasible?
If so, can/will it be implemented?
#34
Posted 16 August 2012 - 11:14 AM
#35
Posted 16 August 2012 - 11:49 AM
Pinkishu, on 16 August 2012 - 11:14 AM, said:
For those who no thing of arrays, they are one of the optional equivalents of lua's tables. Lua works weirdly with it's tables compared to the c and basic based languages.
#36
Posted 16 August 2012 - 12:16 PM
#37
Posted 16 August 2012 - 06:34 PM
Pharap, on 16 August 2012 - 11:49 AM, said:
Pinkishu, on 16 August 2012 - 11:14 AM, said:
For those who no thing of arrays, they are one of the optional equivalents of lua's tables. Lua works weirdly with it's tables compared to the c and basic based languages.
I don't want colors, I simply want to turn on and off those white squares, also:
Funfact: If I was implementing this, I wouldn't use an array of boolean values, I'd use a function which maps the boolean values to a binary number.
#38
Posted 16 August 2012 - 09:21 PM
As people have said, this has been brought up and has been rejected due to the impact on servers in SMP...
#39
Posted 16 August 2012 - 09:29 PM
5000 pixels at 1 bit = 625 byte
Also noting: that topic had colors suggested too
RP monitors have 4000 characters
#40
Posted 16 August 2012 - 10:03 PM
RP also uses your systems/servers hardware differently
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