From: M Gagnon <auria.mg@gm...> - 2008-05-30 01:05:44
> I suppose you mean we need to separate the different elements that
> make up his idea? I think the shine, button background, blue glow and
> arrow can all be solved with two textures, one with an arrow and one
> without. Of course, they should have a pretty high resolution.
Yes that's what I meant, and the background too
> The widgets would also need a skewing transformation, which can be
> fixed by changing the algorithm somewhat easily.
I'm not sure what you mean there, you could have them already "skewed"
in the GL texture, since they were drawn like this. Of course doing
skews in OpenGL is very easy so no big deal either.
> The shadow could be a bit more tricky, requiring some fiddling with
> OpenGL, but since it would be basically taking the polygons of the
> widget, apply a transparent black with fuzzy borders texture, move it
> a bit to the lower right border and draw it where no polygon has been
> drawn before, it shouldn't be extremely hard.
I'm not sure why you do the shadow in OpenGL, couldn't we just include
it in the texture? If we want really nice effectsI guess we could put
the shadow in a seperate texture like it's done for karts, but I don't
see what advantage we'd have to make the shadow dynamically in OpenGL?
Unless you were talking about a shadow to the text, or the outline that
is used on the slected item