PNo4 said:pepperoni said:I know that PNG files have alpha channel transparency, I don't know if the png viewing method you're using supports transparency in pngs though.
alpha channel transparency gets stripped away instantly on png load.
G2K said:Wait, really? Why?
Then how were we hoping to do reflections? Even if there was a second set of covers flipped on the bottom, there's no way to make it merge into transperency!
Have no idea on why, but it does, we've been through this in Ultimate Loader thread.
Taken from pngu.c source code:
CODE"int pngu_decode (IMGCTX ctx, PNGU_u32 width, PNGU_u32 height, PNGU_u32 stripAlpha);"
cdreams said:Lexith
One of the features Don is looking at is making your own backgrounds. I will be providing my designs along with templates for the separate parts so you have it all ready to move around and place wherever, the only thing you will need to do is add the coordinates in the config.txt to match where you placed stuff.
I'm still twidling about and it's taking shape.
mercluke said:is this a PoC photoshop image or a screenshot of your gui in action?
Hi suloku, you don't really need a video: Just look at the pictures in the first post. this is exactly how it looks on your screen (minus the dots on the center-image). Press left or right on the Wiimote to scroll through your games (which makes the covers scroll left / right). The scrolling is quite smooth IMO.suloku said:Can someone upload a video of the latest version please?
Amazing photshop dude!DragTom70 said:Mh, the bar in my picture (thanks cdreams) was indeed ment as a position control.
@Don Killah Does it really matter if the CPU is doing the calc for reflection/resiszing? Althogh the Wii is no X360 it should be possible to flip a 160 x 224 image (or resize it to any smaller size) and multiplicate each pixel by 0.5 on the fly.
As I am a little little confused I play around a bit with my "sphere-loader"
PNo4 said:G2K said:Wait, really? Why?
Then how were we hoping to do reflections? Even if there was a second set of covers flipped on the bottom, there's no way to make it merge into transperency!
Have no idea on why, but it does, we've been through this in Ultimate Loader thread.
Taken from pngu.c source code:
CODE"int pngu_decode (IMGCTX ctx, PNGU_u32 width, PNGU_u32 height, PNGU_u32 stripAlpha);"
It takes the alpha layer away instantly on png load.
gitkua said:The problem is that this loader does'nt really use any of those libraries and will not be able to these things...