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Re: Canvas objects

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popinman322 is not online. popinman322
Joined: 04 Mar 2009
Total Posts: 5184
17 Nov 2012 09:52 AM
I imagine them as being a "draw once" sort of item to reduce lag, but what would you guys predict them as being?
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booing is not online. booing
Joined: 04 May 2009
Total Posts: 6594
17 Nov 2012 10:42 AM
To me, its name draws forth a prediction that it is easy to use but won't be for games -- I mean, it would kind of be like using pygame incorrectly. You have all these squares, and each frame looks absolutely lovely -- until you read tutorials say that you should use pygame.display.flip; that updates the WHOLE THING, making your max FPS like 30.
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awsumpwner27 is not online. awsumpwner27
Joined: 03 Sep 2011
Total Posts: 4389
17 Nov 2012 12:16 PM
"On the other hand, the reason a canvas object doesn’t exist at the moment is that we’re 100% focused on building a great 3D game-development platform. We’re not trying to make it easy to develop 2D games; there’s already a platform to do that (Flash). We don’t want to build an inferior Flash competitor.

The bottom line is that this one goes in the “someday, maybe” pile."

...

That made me upset! Why? Because the application of a canvas extends beyond making 2D games. A canvas changes EVERYTHING. Heck, with enough persistence, you could write a shader with that stuff! The possibilities become a lot more endless than they were before if we were just allowed to draw stuff on other stuff!

rageragerage
rageragerage
rageragerage
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NVI is not online. NVI
Joined: 11 Jan 2009
Total Posts: 4744
17 Nov 2012 12:21 PM
Canvas for Roblox, you mean?

I'd imagine it'd be a little bit like a framebuffer. You can draw to it, then draw the texture. They should definitely unify the way textures are drawn in the engine, too. It'd be awesome to be able to draw GUIs to parts - they already have a good raycasting system, so mouse interaction would be simple as well. Unified dimensions make it even simpler.

It'd also be interesting to have a way to have Camera objects render to a texture. You could put security cameras all over. The only problem is that requires you to render the scene all over again - but maybe it could be drawn every other frame, with lower quality settings and a shorter view distance.
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
17 Nov 2012 12:41 PM
No, they would do everything to make it look noob-friendly.


You are only allowed to draw shapes like happy faces and circles, not pixels.


And colors are brickcolors.


>:3
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thek00lkid is not online. thek00lkid
Joined: 18 Jun 2011
Total Posts: 2778
17 Nov 2012 01:22 PM
^

Such is life.
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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
17 Nov 2012 02:35 PM
NVI's concept is what I want.
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SN0X is not online. SN0X
Joined: 24 Oct 2011
Total Posts: 7277
17 Nov 2012 03:12 PM
lol imagine decoding a video and playing it on the canvas with pixels and color3s...

yay imagine the possibility

Ss
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NVI is not online. NVI
Joined: 11 Jan 2009
Total Posts: 4744
17 Nov 2012 03:33 PM
RenderTargets won't ever happen in Roblox. OpenGL ES doesn't fully support them and that's what they're trying to support.
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NVI is not online. NVI
Joined: 11 Jan 2009
Total Posts: 4744
17 Nov 2012 03:33 PM
@SN0X, you can already draw literally anything you want with an array of bricks.
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TakeShots is not online. TakeShots
Joined: 01 Nov 2012
Total Posts: 73
17 Nov 2012 11:20 PM
They will probably cause lag for those who don't have a good computer.
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SN0X is not online. SN0X
Joined: 24 Oct 2011
Total Posts: 7277
18 Nov 2012 12:56 AM
^
yeah, if they keep rendering it as if it were 5k frames.

if they rendered it properly then no, this would run smoothely

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SCARFACIAL is not online. SCARFACIAL
Joined: 28 Jan 2010
Total Posts: 7970
18 Nov 2012 03:56 AM
^ 5K frames should lag nearly as bad as they do anyways. Should be optimized to allow more use of guis. (It seems like they're being re-drawn every frame? D:)
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SCARFACIAL is not online. SCARFACIAL
Joined: 28 Jan 2010
Total Posts: 7970
18 Nov 2012 03:57 AM
shouldn't*\

Dat fail.
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NVI is not online. NVI
Joined: 11 Jan 2009
Total Posts: 4744
18 Nov 2012 11:42 AM
Of course they're being redrawn every frame. They could implement a "dirty flag" system, but there's so much potential for scripts to modify them at any time that it wouldn't be worth it.
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popinman322 is not online. popinman322
Joined: 04 Mar 2009
Total Posts: 5184
18 Nov 2012 11:54 AM
That's why I suggested a "render once" system, where you could generate a loopback texture and use it with anything that utilizes textures.
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NVI is not online. NVI
Joined: 11 Jan 2009
Total Posts: 4744
18 Nov 2012 11:56 AM
It's still unlikely. Render targets have really spotty support and implementing it on the client side (CPU) is incredibly inefficient.
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popinman322 is not online. popinman322
Joined: 04 Mar 2009
Total Posts: 5184
20 Nov 2012 09:31 AM
I was talking about generating 2D textures and storing them in the same fashion as remote texture assets... What're you talking about? O.o
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