Thread

Method in madness? (Sdk)

Method in madness? // Sdk

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strike rapier

Jan 4, 2006, 4:07pm
Hi,

Could someone, hell, *anyone* explain to me if there is some method behind
this absolute madness:

All of the opacities are stored as *integers* instead of floats between 0
and 1.

What
The
Hell
Is
The
Point?

Am I missing some glorious aspect of my knowledge that is going to cause me
problems? (short of Syntax just going 'oh, opacity doesnt seem to work' and
me going 'oh, thats because some moron made it an integer where *almost
everything* else is a float.')?

Yes, its a rant, but yes - if anyone has any decent replies on if I am
missing some crucial piece of information as to why its implimented this way
and someone isnt just being lazy and not dividing by 1000 on a scroller bar?

--
- Mark Randall
http://www.temporal-solutions.co.uk
http://zetech.swehli.com

"Those people that think they know everything are a great annoyance to those
of us who do"
Isaac Asimov

swe

Jan 5, 2006, 1:45pm
emm, why does this bother you exactly anyway?

-SWE

[View Quote]

strike rapier

Jan 5, 2006, 5:05pm
[View Quote] Because silly bugger here codes with the SDK and expects quallity products
:O

--
- Mark Randall
http://www.temporal-solutions.co.uk
http://zetech.swehli.com

"Those people that think they know everything are a great annoyance to those
of us who do"
Isaac Asimov

talisan

Jan 13, 2006, 6:19pm
Just guessing... a) fewer bytes? b) made the math for them easier? c)
something do with the original renderware sdk?

*shrugs*

[View Quote]

byte

Jan 22, 2006, 7:18pm
Technically, opacities should be chars. They basically go from 0 to 255
in value. Because when we originally went over to AW 3.x, that's how
opacities were done. The calculation between the two is easy anyway.
float = int/255 to get the float equivalent from 0 to 1. int =
float*255 to get the 0 to 255 value. :P

[View Quote]

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