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AppGameKit Classic Chat / Does AGK support canvers now?

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halley
13
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Joined: 27th Apr 2011
Location: China
Posted: 30th Dec 2013 04:39 Edited at: 30th Dec 2013 04:40
I want to add an effect into my game. I need to use canvers, does AppGameKit support it now?



The Miracrea Games

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Ancient Lady
Valued Member
20
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Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 30th Dec 2013 06:06
Quote: "I need to use canvers"

Do you mean 'canvas'?

If so, I think the answer is 'no'.

What affect do you want to add?

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
halley
13
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Joined: 27th Apr 2011
Location: China
Posted: 30th Dec 2013 06:11
Yes, I mean canvas. I want to make an effect like the image in my post.

The Miracrea Games
easter bunny
12
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Joined: 20th Nov 2012
Playing: Dota 2
Posted: 30th Dec 2013 06:58
You could create a completely black sprite and use memblocks to make the transparent sections, and put it over the entire screen. Although this method would make rendering very slow on a phone

The Zoq2
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Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 30th Dec 2013 11:19
I have been looking into doing something like this myself but I have not managed to find a way yet. The way im thinking about doing it right now is to cover the screen with a black sprite then place white sprites where I want things to be visible and render everyhting to an image. Then I would use a fullscreen shader and pass the image to the shader which would cover the black areas but leave the white areas covered. I am just waiting for AppGameKit v2 templates for VS2010 before I will try it since it requires both the new fullscreen shaders aswell as the render to image command.

As for performance, I have no idea how well it will run but im mainly targeting PCs so im hoping this method would not take to much effort for the GPU.

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy

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