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gamedev:renderables [2015/07/20 08:33] dragonlordgamedev:renderables [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord
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 +{{tag>graphic skin renderable}}
 <WRAP youarehere> <WRAP youarehere>
-[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> **Dynamic content using renderables**+[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> **Dynamic content using renderables**
 </WRAP> </WRAP>
  
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 ====== Canvas View ====== ====== Canvas View ======
-The content of the texture is the output of a [[gamedev:canvassystem:canvasview|canvas view]]. The size of texture image is specified by the renderable. To get a proper 1-to-1 mapping the size of the canvas view and the renderable size has to match. If not matching the image is scaled to fit. This allows to reuse canvas views on different renderables with different sizes if required. The graphic module updates the texture if needed, for example if an object is visible or not or if the canvas view content changed or not. If multiple render targets use the same canvas view the graphic module updates the canvas view only once and reuses the output.+The content of the texture is the output of a [[gamedev:canvassystem:view|canvas view]]. The size of texture image is specified by the renderable. To get a proper 1-to-1 mapping the size of the canvas view and the renderable size has to match. If not matching the image is scaled to fit. This allows to reuse canvas views on different renderables with different sizes if required. The graphic module updates the texture if needed, for example if an object is visible or not or if the canvas view content changed or not. If multiple render targets use the same canvas view the graphic module updates the canvas view only once and reuses the output.
  
 Canvas view renderables are the most flexible solution since you can use the same [[gamedev:canvassystem:introduction|canvas system]] for producing your textures as you use for rendering your entire game. In particular you can use it to create 2D monitor displays mixed with 3D renderings using cameras without having to worry about the details. The render performance depends on the content of the canvas view. Using pure 2D content (hence not using [[gamedev:canvassystem:renderworld|render world canvas]]) is the most fast. Using simple scenes with a render world canvas (for example a virtual status view of an object with a world containing only one or two components) is usually not too much slower while using complex worlds (for example camera in the same game world) is slower. Canvas view renderables are the most flexible solution since you can use the same [[gamedev:canvassystem:introduction|canvas system]] for producing your textures as you use for rendering your entire game. In particular you can use it to create 2D monitor displays mixed with 3D renderings using cameras without having to worry about the details. The render performance depends on the content of the canvas view. Using pure 2D content (hence not using [[gamedev:canvassystem:renderworld|render world canvas]]) is the most fast. Using simple scenes with a render world canvas (for example a virtual status view of an object with a world containing only one or two components) is usually not too much slower while using complex worlds (for example camera in the same game world) is slower.
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 ====== Video Frame ====== ====== Video Frame ======
 The renderable takes the texture image from a video frame. Video Frame renderables can be applied to all texture properties using an image. You assign a video resource to the renderable and you set a time frame. The given frame from the video is then used as the image. This is the preferred way for using sequential textures playing a series of images. The speed is usually slower than with image renderables since video frames tend to be uploaded to the graphic card each time it is used. Depending on the usage in your game it might be better to use image renderables instead with a bunch of images loaded into memory. The renderable takes the texture image from a video frame. Video Frame renderables can be applied to all texture properties using an image. You assign a video resource to the renderable and you set a time frame. The given frame from the video is then used as the image. This is the preferred way for using sequential textures playing a series of images. The speed is usually slower than with image renderables since video frames tend to be uploaded to the graphic card each time it is used. Depending on the usage in your game it might be better to use image renderables instead with a bunch of images loaded into memory.
 +
 +====== Examples ======
 +<WRAP group>
 +<WRAP half column box centeralign>
 +{{ youtube>PTyNnAOtOow?600x480 |Dynamic Content in Action}}
 +Dynamic Content in Action doing an interactive computer screen.
 +</WRAP>
 +
 +<WRAP half column centeralign>
 +</WRAP>
 +</WRAP>
 +
gamedev/renderables.1437381184.txt.gz · Last modified: 2015/07/20 08:33 by dragonlord