Author Topic: [Axiom] Advanced Graphics [in development]  (Read 16141 times)

0 Members and 1 Guest are viewing this topic.

Offline jacobly

  • LV5 Advanced (Next: 300)
  • *****
  • Posts: 205
  • Rating: +161/-1
    • View Profile
Re: [Axiom] Advanced Graphics [in development]
« Reply #30 on: March 06, 2012, 08:31:50 pm »
I went with the other order because of the current command: Bitmap(X,Y,BMP,BUF,MODE). Although, I have to admit that the other way makes a lot of sense.

CircleF( is on the Vars Window menu for now.
CircleF(X,Y,R)Draws a filled circle with center (X,Y) and radius R on the main buffer.
CircleF(X,Y,R)rDraws a filled circle with center (X,Y) and radius R on the back buffer.
CircleF(X,Y,R,MODE)Draws a cleared/inverted/filled circle with center (X,Y) and radius R on the main buffer. Mode 0 is clear, Mode 1 is invert, and Mode 2 is fill.
CircleF(X,Y,R,MODE)rDraws a cleared/inverted/filled circle with center (X,Y) and radius R on the back buffer. Mode 0 is clear, Mode 1 is invert, and Mode 2 is fill.
CircleF(X,Y,R,MODE,BUF)Draws a cleared/inverted/filled circle with center (X,Y) and radius R on the specified buffer. Mode 0 is clear, Mode 1 is invert, and Mode 2 is fill.

Offline kindermoumoute

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 836
  • Rating: +54/-3
    • View Profile
Re: [Axiom] Advanced Graphics [in development]
« Reply #31 on: March 13, 2012, 02:09:52 pm »
Currently written:
  • Fixed-Memory Flood Fill (needs optimization)
"Fixed-memory" means there is no risk for stack overflow AT ALL. However, the routine is subsequently very slow, so it will not be suitable for games or anything that needs fast dynamic area filling. It would be fine for a "paint bucket" tool in most on-calc graphics programs though. This will *hopefully* support grayscale filling as well.

Is this feature released ? Which command do that ? ???
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline leafy

  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1554
  • Rating: +475/-97
  • Seizon senryakuuuu!
    • View Profile
    • keff.me
Re: [Axiom] Advanced Graphics [in development]
« Reply #32 on: March 13, 2012, 02:38:20 pm »
I don't think it's been released in this axiom yet.
In-progress: Graviter (...)

Offline ZippyDee

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 729
  • Rating: +83/-8
  • Why not zoidberg?
    • View Profile
Re: [Axiom] Advanced Graphics [in development]
« Reply #33 on: March 17, 2012, 07:00:20 pm »
Currently written:
  • Fixed-Memory Flood Fill (needs optimization)
"Fixed-memory" means there is no risk for stack overflow AT ALL. However, the routine is subsequently very slow, so it will not be suitable for games or anything that needs fast dynamic area filling. It would be fine for a "paint bucket" tool in most on-calc graphics programs though. This will *hopefully* support grayscale filling as well.

Is this feature released ? Which command do that ? ???

This has not been released yet. Jacobly still has to optimize it. Bug him about it. :D
There's something about Tuesday...


Pushpins 'n' stuff...


Offline kindermoumoute

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 836
  • Rating: +54/-3
    • View Profile
Re: [Axiom] Advanced Graphics [in development]
« Reply #34 on: June 28, 2012, 04:20:58 pm »
Up ? :)
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%