Author Topic: [Question] Borderless GUIs & Picture In Pictures GUIs & Auto-moving GUIs  (Read 2474 times)

You mean with the buttons on the lefthand side instead of the right?
What?
Trans - Positonal -- Window
As in, a window that when looked in, shows somewhere else. Window meaning glass, not a computer window as in "Look out the window, there's a deer!" not "I have 5,000 windows of safari and it eats up my memory."
« Last Edit: November 28, 2014, 10:25:42 PM by superdupercoolguy »

Yeah if something like this was possible it would have been done long ago
Your best option is something like camera events

there's still the player window thing.
sure, I can only have one object, but what if I spawned MULTIPLE of them?
Hell, I could even just munipulate pixels at an individual level. (though I'd really prefer not to have to do this)
It's been not done not because it's impossible, but because it's hard
« Last Edit: November 29, 2014, 12:25:02 AM by superdupercoolguy »

sure, I can only have one object, but what if I spawned MULTIPLE of them?
They're gui controls, not 3d objects
They're made to show a single object, such as for the purpose of previewing an avatar, not to represent that object in a 3d space.

Hell, I could even just munipulate pixels at an individual level. (though I'd really prefer not to have to do this)
You're talking about rendering through the scripting engine, which is extremely inefficient compared to native c++
You can't even draw pixels in 3d space through the scripting engine, you'd have to use tons of single pixel bitmapControls on the playgui.
« Last Edit: November 29, 2014, 12:56:17 AM by Headcrab Zombie »

They're gui controls, not 3d objects
They're made to show a single object, such as for the purpose of previewing an avatar, not to represent that object in a 3d space.
You're talking about rendering through the scripting engine, which is extremely inefficient compared to native c++
You can't even draw pixels in 3d space through the scripting engine, you'd have to use thousands of single pixel bitmapControls on the playgui
pixels don't need to be in 3D space, I would be moving & reshaping the gui 30(and maybe 60 if it doesn't lag already) times a second as well as drawing 2D pixels to make 3D things -- just like how the normal engine works. I would probably have it at a lower res though.
If I managed to do it, it'd be pretty groundbreaking stuff. I'd probably split it into things like Support_3DGUI, Support_3DGUI & Support_TransdimensionalWindo w.
Considering I haven't even made my first add-on yet(still a wip) I probably won't attempt this yet, considering how much more complicated it is than I thought.
But I probably will in the future.
Dat ninja. Also, what a coincidence, that's the resolution of my display!
« Last Edit: November 29, 2014, 12:54:55 AM by superdupercoolguy »

just like how the normal engine works
No, this is not how the normal engine works
The normal engine runs in native c++ code, not interpreted scripts
A 1920x1080 display has 2,073,600 pixels. Go paste the following into console:
for($i=0;$i<2073600;$i++) { mainmenugui.add(new guibitmapctrl(){});  }
and watch how much time it takes to create, how much BL's RAM usage skyrockets (about 400mb), and how laggy the gui becomes (I'm getting <1 fps on a gtx 770), just from displaying that many pixels
And that's just handling their existence, not even doing all the math it would take to render a scene on them
Your idea is simply beyond the scope of what TorqueScript is made for
« Last Edit: November 29, 2014, 01:24:28 AM by Headcrab Zombie »

what about low res, such as 320x240, meaning only 76,800 pixels? It might be an fps killer, but it would at least be cool for youtube, by /timescale .2 then speeding the video up x5 for a decent framerate
edit: actually I'm getting no lag at all on a GTX 760 @ 1.2 GHz w/ 2GB RAM if I replace 2073600 with 76800. I really can't tell a difference. The only issue with low res is you will see it increase in quality once you step fully in--I guess I could go to 640x480 when they get closer, although it would still be very noticeable.


No, this is not how the normal engine works
The normal engine runs in native c++ code, not interpreted scripts
yes but the normal engine still has no such thing as "pixels in 3d space". I don't even know what you meant by that.
« Last Edit: November 29, 2014, 03:34:10 PM by superdupercoolguy »

76800 drops my FPS from 1000 (probably even higher, 1000 is the max that metrics() will show) to 40
And again, that's only handling their existance, none of the math needed to rendering, lighting, shading, etc

If you just want a cool effect for a youtube video, then add the effect in with video editing. This simply can't be achieved in TorqueScript

Headcrab, I don't think you can help him anymore. If he wants to try crazy things and figure out that they don't work, let him.

I'm (very) late, but the best solution to #2 in the OP is actually GuiControl::resize( position x, position y, width, height ).

If you want a kind of reflective look, but not a true reflection, this is something i discovered a while back


I can't remember how it was made, but I believe it was from using the collision dts of a brick loaded as a shape.

EDIT: kinda skimmed the topic, my bad. but this could be an alternative for it?

If you want a kind of reflective look, but not a true reflection, this is something i discovered a while back
https://dl.dropboxusercontent.com/s/vgj2zlmr42uymva/Blockland_00304.png?dl=0

I can't remember how it was made, but I believe it was from using the collision dts of a brick loaded as a shape.

EDIT: kinda skimmed the topic, my bad. but this could be an alternative for it?
That happens when there is no texture on the model, it uses the reflection image for the skybox