OpenGL Base
From FusionWiki
| OpenGL Base | |
|---|---|
| General Information | |
| Author: | Min |
| Release Date: | 2009 ( public beta ) |
| Status: | BETA |
| Last updated: | Unknown |
| Version: | Unknown |
| Build: | |
| Developer-only: | No |
| Website: | Not available |
| Download: | OpenGL Collection |
| Runtime Versions | |
| HWA: | Yes |
| Flash: | No |
| Java: | No |
| Java Mobile: | No |
| Vitalize!: | No |
| Unicode: | No |
The OpenGL Base is an extension for Multimedia Fusion 2 written by Min. It is part of the OpenGL Collection.
Contents |
Actions
- Position
- Set X coordinate... - Set horizontal position of the Base window in the frame.
- Set Y coordinate... - Set vertical position of the Base window in the frame.
- Size
- Set width... - Set width of the Base window.
- Set height... - Set heightof the Base window.
- Visibility
- Show - Show the Base window.
- Hide - Hide the Base window.
- Pixel format descriptor
- Double buffer... - Decides if the pixel format should be double buffered.
- Stereo buffer... - Decides if the pixel format should have stereo buffers.
- Color bits... - Set number of bitplanes in the color buffer.
- Alpha bits... - Set number of bitplanes in the alpha buffer.
- Depth bits... - Set number of bitplanes in the depth buffer.
- Accum bits... - Set number of bitplanes in the accumulation buffer. ( zero if no accumulation buffer is needed. )
- Stencil bits... - Set number of bitplanes in the stencil buffer. ( zero if no stencil buffer is needed. )
- Create window - Create the Base window.
- Make current - Make the rendering context of the Base window current. This is used when having multiple Base objects in the frame to determine which window to draw to.
- Auto swap buffers
- Enable - Enable auto swapping of the front and back buffers.
- Disable - Disable auto swapping of the front and back buffers.
- Swap buffers - Manually swap front and back buffers.
- Auto redraw
- Enable - Automatically trigger the On redraw event at the end of every MMF loop.
- Disable - Disable auto redrawing of the window.
- Force redraw - Manually triggers the On redraw event.
- V-Sync
- Enable - Enable V-Sync.
- Disable - Disable V-Sync.
Conditions
- Is visible? - Check if the Base window is visible.
- Is V-Sync supported? - Check if V-Sync is supported.
- Is V-Sync enabled? - Check if V-Sync is enabled.
- Is double buffered? - Check if pixel format is double buffered.
- Has stereo buffers? - Check if pixel format has stereo buffers.
- On create window success - Triggered if the Base window was successfully created.
- On create window failure - Triggered if the Base window creation failed.
- On redraw - Triggered when the Base window needs to be redrawn.
Expressions
- Get X position - Get horizontal position of the Base window in the frame.
- Get Y position - Get vertical position of the Base window in the frame.
- Get width - Get width of the Base window.
- Get height - Get height of the Base window.
- Pixel format descriptor
- Color bits - Get number of bitplanes in the color buffer.
- Alpha bits - Get number of bitplanes in the alpha buffer.
- Depth bits - Get number of bitplanes in the depth buffer.
- Accum bits - Get number of bitplanes in the accumulation buffer.
- Stencil bits - Get number of bitplanes in the stencil buffer.
- Handles
- Get window handle - Get handle to the Base window.
- Get device context handle - Get handle to the Base window device context.
- Get rendering context handle - Get handle to the Base window rendering context.
- Error
- Get error number - Get window creation error number.
- Get error string - Get window creation error message.
Usage
Here is an example that uses XLua to draw a white triangle in the Base window.
| 1 |
The lua script:
width = 320 height = 240 function MySetupRoutine() gl.MatrixMode( gl.PROJECTION ) gl.LoadIdentity() glu.Perspective( 45, width/height, 0.1, 100 ) gl.MatrixMode( gl.MODELVIEW ) end function MyDrawRoutine() gl.Clear( gl.COLOR_BUFFER_BIT ) gl.LoadIdentity() gl.Translate( 0, 0, -5 ) gl.Begin( gl.TRIANGLES ) gl.Vertex( 0, 1, 0 ) gl.Vertex( -1, -1, 0 ) gl.Vertex( 1, -1, 0 ) gl.End() end
