RE: [GD-General] Scaling GUI graphics
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From: Paul B. <pa...@mi...> - 2002-06-25 14:10:44
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We evaluated Flash for our gui/frontend. The runtime (we looked at an off the shelf flash renderer) was a=20 bit heavyweight for what we wanted, but one of the=20 guys here has an almost functional SVG renderer that=20 we might use in the future. =20 > -----Original Message----- > From: Tom Forsyth [mailto:to...@mu...]=20 > Sent: Tuesday, June 25, 2002 8:56 AM > To: gam...@li... > Subject: RE: [GD-General] Scaling GUI graphics >=20 >=20 > The other cute trick I've heard of is to bite the bullet and=20 > put Flash in the game. Then the artists can do front ends and=20 > GUIs all they like, and the graphics coders don't have to be=20 > involved at all, so we can get on with the actual 3D stuff.=20 > Which appeals to me, seeing as the last fancy GUI we did=20 > chewed 6 months of a programmer's time. That was bad. >=20 > Tom Forsyth - purely hypothetical Muckyfoot bloke. >=20 > This email is the product of your deranged imagination, > and does not in any way imply existence of the author. >=20 > > -----Original Message----- > > From: Kent Quirk [mailto:ken...@co...] > > Sent: 25 June 2002 14:59 > > To: Tom Forsyth > > Cc: Brian Hook; gam...@li... > > Subject: Re: [GD-General] Scaling GUI graphics > >=20 > >=20 > > We just built a skinnable GUI for a game we're doing. All=20 > the graphics=20 > > in the game are built from individual components at load time, with=20 > > the layout described in an XML file. We haven't supported=20 > any form of=20 > > scaling, as it's my experience that scaling always looks like hell.=20 > > But we do support tiling, so what we do is build a=20 > background texture=20 > > that's seamlessly tileable, and lay that down first. Then we place=20 > > interface elements on top of that. > >=20 > > It let me use mixed file formats (highly compressed jpgs for the=20 > > background, GIFs for basic interface elements, and PNGs=20 > where I needed=20 > > transparency), and in addition to increased flexibility, we=20 > took about=20 > > 1.5 meg of interface graphics and compressed it to less than 300K. > >=20 > > Kent > >=20 > >=20 > > Tuesday, June 25, 2002, 6:19:55 AM, you wrote: > >=20 > > TF> My favourite solution is to scale, but only by powers of > > two. So you design > > TF> GUI graphics for 640x480. For 800x600 and 1024x768, you > > don't scale, you > > TF> just move them further apart (i.e. the bits stick to the > > cornr, edge or > > TF> centre as required). For 1280x1024 and above, you double > > the size so that at > > TF> least stuff is readable. > >=20 > > TF> To do the scale x2 you can either just do the bilinear > > filter thing (which > > TF> doesn't look too bad on power-of-two scales), or just get > > the artists to do > > TF> second versions. Or mix'n'match (e.g. hand-done bigger > > font, but scaled > > TF> backgrounds). > >=20 > > TF> Tom Forsyth - purely hypothetical Muckyfoot bloke. > >=20 > > TF> This email is the product of your deranged imagination,=20 > and does=20 > > TF> not in any way imply existence of the author. > >=20 > > >> -----Original Message----- > > >> From: Brian Hook [mailto:bri...@py...] > > >> Sent: 25 June 2002 04:23 > > >> To: gam...@li... > > >> Subject: [GD-General] Scaling GUI graphics > > >>=20 > > >>=20 > > >> Okay, this is a common problem that I'm sure others have > > >> dealt with on=20 > > >> numerous occasions, but I have yet to deal with it so I'm=20 > > >> curious what the=20 > > >> conventional wisdom is. > > >>=20 > > >> Basically it's the age old problem of having an interface > > >> that looks good=20 > > >> at all resolutions. AFAICT, the standards are: > > >>=20 > > >> - do low res graphics for everything, then zoom appropriately > > >> (leads to=20 > > >> serious blurring) > > >>=20 > > >> - do multiple resolution graphics (lots of content) > > >>=20 > > >> - render GUI graphics into textures/images instead of using > > >> prefab images=20 > > >> (i.e. actually write line/circle/filled region software=20 > renderers) > > >>=20 > > >> - don't scale, just make everything smaller (8x8 font at > > >> 1600x1200...ewwww) > > >>=20 > > >> Anyone find a solution that doesn't have a glaring flaw, > > unlike the > > >> above? I suppose the closest I can think of is to do > > >> everything in high=20 > > >> resolution, e.g. for a 1600x1200 interface, and then resample=20 > > >> down for=20 > > >> lower resolution displays. > > >>=20 > > >> Brian > > >>=20 > > >>=20 > > >>=20 > > >> ------------------------------------------------------- > > >> Sponsored by: > > >> ThinkGeek at http://www.ThinkGeek.com/=20 > > >> _______________________________________________ > > >> Gamedevlists-general mailing list=20 > > >> Gam...@li... > > >> https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > > >> Archives:=20 > http://sourceforge.net/mailarchive/forum.php?> forum_id=3D557 > > >>=20 > >=20 > >=20 > > TF> ------------------------------------------------------- > > TF> Sponsored by: > > TF> ThinkGeek at http://www.ThinkGeek.com/ > > TF> _______________________________________________ > > TF> Gamedevlists-general mailing list > > TF> Gam...@li... > > TF>=20 > https://lists.sourceforge.net/lists/listinfo/gamedevlists-gene ral > TF> Archives: > TF> http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 >=20 >=20 > --=20 > Kent Quirk, CTO, CogniToy > ken...@co... > http://www.cognitoy.com >=20 ------------------------------------------------------- Sponsored by: ThinkGeek at http://www.ThinkGeek.com/ _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 |