ErekT's Recent Forum Activity

  • You can't. No doubt a limitation of using browser technology. C2/NWjs fullscreen mode is just a borderless window scaled up to fill the screen.

  • +1

    In-editor spritesheets are coming to C3 tho I think.

  • TheRealDannyyy

    Cool, thanks

  • I'm curious too if there's any frameworks around or games published using Electron that people here know about? I tried searching but couldn't find anything.

  • That's weird, I have Windows 8.1 too and never experienced anything like that. I guess you've done scans to make sure no nasty malware is lurking around somewhere?

  • You can get a runtime point sampling/linear sampling toggle going if you don't mind editing layout.js a bit.

    How C2's rendering pipeline works is basically draw all scene objects onto a big texture and then display that texture on screen. Fullscreen scaling 'high quality' scales all objects up first, then renders them to the final output texture. 'Low quality' on the other hand renders all objects to the final texture at 1x1 scale and then scales that texture up to fill the screen afterwards. What this means is that if you disable linear sampling on the final texture then nothing gets filtered in 'low quality' mode because all the objects got rendered to it at 1x1, and texture filters only come into effect at non-1x1 scales.

    Simplest way to get it working (for webgl) is:

    Open layout.js and go down to the

    Layout.prototype.drawGL = function (glw)[/code:2z0irrse] line.
    
    Below that you'll see the 'if (render_to_texture)' if-statement where the final output texture gets created.
    
    Change both lines within, from:
    [code:2z0irrse]this.runtime.layout_tex = glw.createEmptyTexture(this.runtime.draw_width, this.runtime.draw_height, this.runtime.linearSampling);
    [/code:2z0irrse]
    .. to:
    [code:2z0irrse]this.runtime.layout_tex = glw.createEmptyTexture(this.runtime.draw_width, this.runtime.draw_height, this.runtime.pointSampling);
    [/code:2z0irrse]
    And now you can turn linear sampling on and off by switching between 'high quality' and 'low quality' fullscreen scaling. 
    If you want it to work with shader effects as well it gets a bit more involved tho. PM me if you're interested and I'll explain more in detail.
  • I'd love to see it, but it doesn't seem feasible as a runtime toggle. To enable or disable linear sampling you need to reload the textures in question. So first off we'd need to have control over the loading of assets, which iirc can't be done while Canvas2D is still in the mix at least.

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    And if you take into account that NWjs doesn't have WinXP support and Native does, things should be even again.

    Just jumping in to say that, at least back in the nwjs 13.0 days, you could get nwjs builds to run on XP by dropping dbghelp.dll from the official nwjs package into the build folder. Don't know if that'll still work, I don't have a machine with XP installed around to test, but worth a try?

  • Builds take about 100 MB at minimum, If I remember right it's because the entire chromium browser is packaged into it. You can check the size of package.nw to find out how much space your actual game assets take.

  • Try replacing lottes_crt.fx with this:

    https://dl.dropboxusercontent.com/u/70562654/lottes_crt.fx

    Does that help?

    UPDATE 29/10:

    I messed up. Applied the fix to an old file where in-editor scanline and shadowmask parameters were disabled. Fixed now.

  • Thx

    Damn, I thought I squashed that. I'll have another look. Are you using letterbox or letterbox integer?

  • Readability for sure. It'll be easier for others to modify when they understand what's going on, and the tech-minded can optimize it themselves if they like.

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ErekT

Member since 17 Dec, 2012

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