Post #8by ben_o_ » 09.07.2005, 09:29
Thanks for the comments. As you can see, I felt that my first post disappeared into the ether last year and have stopped all work.
Out of curiousity, I checked the boards and have seen that there is a 'glut' of June posts from *this year* about the patch!
I did submit this to the developers email-list, but had an email snafu and heard no more about it (my fault) and have moved on to a different email address now. (Hence ben_o_ with the _ on the end.)
What my changes did
* Laymans terms *
Put your image in the 'lowres' dir and addshowimage { image "test.png"
left 100.0
bottom 100.0
xSize 300.0
ySize 300.0
alpha 0.8 }
Images can be taken off screen using a dropImage cel command (First image on, last image off)
*End layman*
* C++ info *
Where I got to was simply that you could load up a image from the texture dir (using pre-existing img loading functions), put it on a GL_QUAD, and this was contained in a Vector class container. Why Vector? At the time, I was more interested into adding my own stage into the render/cel pipeline...
Used pop and pull to add/remove images from the pipeline.
*end c++*
Your comments have sparked me into trying to add the same functionality into the new codebase (Mine worked on 1.33-4 I think)
PS I had also considered adding in a 'educational mode' whereby you could tick a box on a gui/set it on the command line, and when you clicked on, say Mars, it would look for Mars.cel and run that. Mar.cel would have a preset interactive 'lecture', using images from NASA, showing the 'face' of Mars, under low and high res imaging, etc. That's my real first aim.