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gradient fill procedures

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23fx23
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Unread post by 23fx23 » 24 Apr 2015, 08:17

sdk paint stuff is soooo cool :)

while testing a lot those days i imagined gradients would even moaaar cool ^^
definitely not an obsolutely needed feature, but it could improve even more sexyness of layouts, .

could make some using sdkpaint points as 2 pixels array and that works , but seems 'heavy' and i wondered/felt if somehow a kind of 'fill gradiend procedure' color a, color b, gradient type (linear, radial) would be hard to do if ever that worth as being more optimized if as 'core' level. than painting an array of points.

alertnatively, loading a jpg picture as a 'layer' for sdk on paint stuff would be totally awesome, and we could by same way load pr-generated gradients and many other things
but i guess it's more complex... mind ya i have to test maybe with bitmap in manipulation it's already more easely doable.

here is a little fully procedural layout test for improved bezier 'toolkit'. made several leels of gfx render. 1 ultra low cpu, then i add 'layers' to it. like, outlines , then shadows ect..
seems not that cpu hungry, it reacts very well n fast for all my features, but when the ' 2D array of points gradient' comes in thats starts to be much lagging, thats' why was asking that..
picture top left is fully procedural in usine and other are exemples phy photoshop gradients 'layers'.

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senso
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Unread post by senso » 02 May 2015, 16:57

It could be a good idea but the actual graphic engine is already "heavy" so...

23fx23
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Unread post by 23fx23 » 02 May 2015, 17:06

yeah no worries there are other methods, prior to audio indeed

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