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Tiled Background

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Tiled Background

Postby tulamide » Sat Jul 26, 2014 9:02 am

Another simple convenience graphics module. Tiled Background automatically repeats a bitmap as often as needed to fill the front panel. It is best suited for seamless tilable graphics, as the images show.

tiledbackground.png
tiledbackground.png (396.35 KiB) Viewed 25697 times

tiledbackground2.png
tiledbackground2.png (65.72 KiB) Viewed 25697 times


r1:
    fixed an issue with a cpu hog caused by 0x0 bitmaps.
r2:
    fixed an issue with misaligned non-square tiles.
    added a wireless input connector to mgui.
Attachments
tiled_background(r2).fsm
(142.48 KiB) Downloaded 1083 times
Last edited by tulamide on Sun Aug 24, 2014 9:25 am, edited 3 times in total.
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Re: Tiled Background

Postby RJHollins » Sat Jul 26, 2014 9:11 am

now that is cool ! Will check this out.

THX 8-)
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Re: Tiled Background

Postby Nubeat7 » Sat Jul 26, 2014 10:06 am

you can do this also with ruby using the TextureBrush, here is an example
Attachments
tiled_background_ruby.fsm
(3.83 KiB) Downloaded 1072 times
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Re: Tiled Background

Postby tulamide » Sat Jul 26, 2014 11:20 am

RJHollins wrote:now that is cool ! Will check this out.

THX 8-)

Hope it helps you :)
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Re: Tiled Background

Postby tulamide » Sat Jul 26, 2014 11:23 am

Nubeat7 wrote:you can do this also with ruby using the TextureBrush, here is an example

Thank you very much! It's always nice to have green and ruby versions, so everyone can use whatever is preferred. I like this version for its simplicity. Plus, it doesn't have issues with empty bitmaps (which was the reason for the cpu hog in my older version)
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Re: Tiled Background

Postby tester » Sun Jul 27, 2014 11:09 am

Thanks, I was just thinking about having such fellow on board here. While I agree with the statement that it is good to have both types (ruby and green - you never know what may be useful at the time) under your hand, I also prefer green one in this case.
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Re: Tiled Background

Postby Perfect Human Interface » Wed Aug 20, 2014 10:35 pm

Hi, thanks for this. It's very useful.

A couple of things:
-it doesn't seem to tile correctly with non-square tiles
-I can't see it in my plugin's top level (am I being stupid? :? )
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Re: Tiled Background

Postby MyCo » Wed Aug 20, 2014 10:45 pm

It would be better if you would draw to a bitmap instead of a view. So the tile code only runs inside FS and is purged when you export as EXE/VST. Instead you have an image that was rendered. I've done it that way with my own background generator long time ago:
http://www.synthmaker.co.uk/forum/viewt ... 92&p=82421
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Re: Tiled Background

Postby tulamide » Thu Aug 21, 2014 12:30 am

Perfect Human Interface wrote:A couple of things:
-it doesn't seem to tile correctly with non-square tiles
-I can't see it in my plugin's top level (am I being stupid? :? )

Thank you for pointing this out to me!
- The second issue is solved very quick. I forgot to add a wireless input to the mgui. Just look inside the module and add it. I will correct this in a new version.
- I will investigate the first issue. But first I have to create a non-square tile :lol: I hope it's not the single precision floats that are causing this (then it's probably only doable with ruby)


MyCo wrote:It would be better if you would draw to a bitmap instead of a view. So the tile code only runs inside FS and is purged when you export as EXE/VST. Instead you have an image that was rendered. I've done it that way with my own background generator long time ago:
http://www.synthmaker.co.uk/forum/viewt ... 92&p=82421

Phew! For a second I thought I did just something already done aeons ago. Luckily they differ. :D

I wasn't sure if doing a bitmap was really meaningful at that stage, because there might be a lot of other elements that also won't change. It would be better then to draw all of them (incl the tiled background) to a bitmap. The smaller the plugin size, the better, I would say.
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Re: Tiled Background

Postby JB_AU » Thu Aug 21, 2014 8:54 am

Cheers, this makes my interfaces not so plain :)
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