Outpost Universe Forums
Projects & Development => Inactive Projects => GORF => Outpost: A New Beginning => Topic started by: Punboy on June 20, 2004, 11:52:19 PM
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I've come to the conclusion that pixel-based rendering SUCKS. Instead, I'm going to be doing the entire user interface in vectors. How cool is that :-p
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sounds good but I have no idea what this is.
can u give me a google link or something so I can read up?
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(thumbsup) I agree Vectors are better
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Vectoring means the images are scalable. A way to think of it is "One size fits all," you don't need to make images for every resolution there is. Take splash screens for example. Most games need to make a 640x480, 800x600, and 1024x768 screen. That's using bitmaps, where the image is an array of pixels and each pixel defines the color of that point on the screen. (If you took a 640x480 image and stretched it to 1024x768 resolution, there isn't enough image data to fill the empty spaces between pixels - so the picture becomes pixelated and grainy).
Using vectoring means instead of using an array of dots, it expresses the image in terms of lines, circles, and other shapes (known as vectors.) The sizes are relative to each other. The computer, when rendering the image, figures out how big in pixels each vector has to be, and renders at the correct size.
An example of where you use vector imagery is whenever you use the MS ClipArt. (That's why the image doesn't pixelate when you enlarge it). The computer figures out the absolute sizes of the elements in the picture and makes sure it appears fine.
A common vector/scalable image format are WMF files on Windows (most clip arts are WMF files). There are formats for other OS'ses too (can't remember the names of the formats though).
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SVG - Standard Vector Graphics. The standard by the W3 Consortium
Go search google for SVG
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Pixel-based rendering has advantages at times....though this is not one of those times. :P
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Lol, what advantages?
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Looks better(until you stretch it).
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In what way do they look better?
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In any way, just look at flash. You can never get the same amount of "freshness" or dirty look, detailing etc you can with a pixel pixel based bitmap...
Have you ever though about why the ms clipart is so "simple" just because they are meant to look like it or that the shapes are mathematically calculated and then filled with the appropriate color or gradient...
The difference between a bitmap and a vectorised image vector (http://www.webdesignskolan.com/flash/vektorisera_cd-version/vektorisera.htm)
(refer to the image, not the alien text)
I smell a debate boiling, but dont bother because i wont reply to this thread again if one does start...
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Yes, pixel based rendering is better. And much easier too since you are copying fixed size bitmaps. If you try to animate using vector graphics your program will grind to a standstill.
And yes the MS Clipart does look like crap, do you want your graphics to look the same?
Vector graphics also use more resources (hdd space and memory when loaded), as well as making your working code set bigger because the app either has to have code or libraries to support vector rendering...
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Ofcourse this could be solved by doing random pixel-based rendering when loading?
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The vector graphics are simply for the user interface, not the game graphics.
The graphics can be prerendered.
The rendering library can be loaded into memory, used, then unloaded.
Vector graphics animation doesn't use that much processor power, not with Cairo. Especially if you have it pre-render the graphics before actually loading the game.
Also, you have really never seen detailed vector graphics have you? Hehe. You would be amazed how detailed you can make them if you know what you're doing.