[PLUGIN] Paster

3 favourites
From the Asset Store
The I18N (Translation) is a Construct plugin created to translate text in game.
  • Thanks, r0j0. Let me know when you get it fixed!

  • sqiddster

    The issue should be fixed now, re-download from first post.

    It's pasting fine here. Tested with r148 and Firefox 24.0. I also tested with chrome but not the latest.

  • R0J0hound, cool, thanks. it works well!

    Now, a question. If I have a ridiculously huge paster object, should I expect it to use the same VRAM as an image of the same size?

  • The resolution is the size of the texture the plugin uses and by default it uses the initial size of the instances. So ya, it VRAM usage is the same as an equivalently sized image. The only limit other than memory is the max texture size which on my PC is 4096x4096.

  • Didn't you say above though that the max texture size for webgl is 2048x2048? I'm not understanding why you're saying the max texture size can be different in two posts.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • So I did, I guess I'm not paying attention. :)

    I'll have to look again. It actually varies, here are the stats:

    webglstats.com

  • Correct me if I'm wrong, but as far as I know the max texture size is not a software but a hardware limitation. While newer graphics cards for pc might support 8k (like mine) or more, graphic chips on smartphones might only support 2k or 4k.

    WebGL has a function to retrieve the graphic card's/chip's max size: gl.getParameter(gl.MAX_TEXTURE_SIZE)

    Here is a test page (originally created by a user to present a bug that is already solved): http://innovatology.nl/clients/rim/bb10/webglbug3/?2048.png

    It reports the card's max texture size and draws a 2k or 4k texture

  • Wow... my 2-year old laptop apparently has 16k max texture size. There you go, I guess ;)

  • Wow... my 2-year old laptop apparently has 16k max texture size. There you go, I guess ;)Hehe, so much for the WebGL function. I really hoped it would be more reliable than its DirectX counterpart <img src="smileys/smiley2.gif" border="0" align="middle" />

  • tulamide actually, it seems accurate. I can draw a 10k texture with C2 no problem (other than obscene VRAM usage of course)

  • tulamide sqiddster

    The plugin actually does use gl.MAX_TEXTURE_SIZE on creation and when changing the resolution. The confusion I caused was from utilizing an assert I found elsewhere that would recommend a texture size of 2048x2048 if a size was used that's larger than the max texture size. I didn't test to see what the max texture size actually was and incorrectly recalled what the size was in the assert.

  • R0J0hound

    Hi i'm getting the error message"assertion failure: warning: setting texture to current render texture", and i'm already in C2 r148, any idea of what is going on?

    Tks.

  • cesisco

    That error is caused by pasting the paster to itself. C2 had a change that no longer permits this as it won't work on some exports as I understand it. I should change the example capx as it's affected by this.

  • cesisco

    That error is caused by pasting the paster to itself. C2 had a change that no longer permits this as it won't work on some exports as I understand it. I should change the example capx as it's affected by this.

    Ok, i tested, without pasting the paster to itself, and it works like a charm.Thanks! <img src="smileys/smiley32.gif" border="0" align="middle" />

  • I can't get this working in the latest version of Chrome/NW. It works fine with FF and the rest though. What about you guys?

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)