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| 11:46:18 | raptor | good morning! |
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| 20:05:16 | Watusimoto | hi |
| 20:05:41 | Watusimoto | I'm trying to figure out if we can crreate svgs of our game objects and use those to replace the rendering code we currently have |
| 20:06:06 | Watusimoto | that would make it much easier for players to pimp their ride |
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| 20:08:18 | fordcars | Watusimoto: loading the objects from the SVG files? |
| 20:08:28 | Watusimoto | if it's possible |
| 20:08:34 | fordcars | That sounds cool |
| 20:18:25 | raptor | Watusimoto: is that because you saw my forum post with the ship SVGs? |
| 20:20:24 | Watusimoto | no |
| 20:20:39 | raptor | because I have a patch that can be added that will export a screenshot as an SVG. Then you can load the SVG and pick out the objects you want |
| 20:20:39 | Watusimoto | it just sounds better to get people modding |
| 20:21:10 | Watusimoto | I want to load a svg test item, for example, and get rid of the testi tem rendering code |
| 20:21:40 | raptor | so yes, it's very possible; however, we'd need an SVG parser, then SVG-to-GL code |
| 20:22:02 | raptor | the traditional game-graphics scenario is to have a bunch of graphics loaded as textures |
| 20:22:06 | Watusimoto | yes, not many exist |
| 20:22:19 | fordcars | Guys, please consider using shaders for that |
| 20:22:21 | Watusimoto | the svg->texture->render scenario seems easiest |
| 20:22:32 | Watusimoto | well, there's that too :-) |
| 20:22:35 | fordcars | WebGL needs shaders to work :) |
| 20:22:57 | raptor | oh wait - the project 'xmoto' let's you create levels in inkscape, then loads those |
| 20:23:07 | fordcars | Ooo XMoto |
| 20:23:09 | Watusimoto | this was just an idle idea I had... I'm really not sure it's even possible without too much work |
| 20:23:33 | fordcars | Maybe you can use the opportunity to redo rendering to use SVG and OpenGL 2+? |
| 20:29:28 | raptor | i think we'd pretty much have to write our own SVN-to-GL conversion system |
| 20:29:42 | Watusimoto | then not interested |
| 20:29:51 | Watusimoto | I think you are right |
| 20:30:05 | raptor | there are some good c++ svg parsers, but not the -to-GL part, that I know of |
| 20:35:59 | raptor | I think priority should be GLES2 now that we have the abstraction in place |
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