Microsoft Windows integration? - Printable Version +- Tilengine - The 2D retro graphics engine forum (http://tilengine.org/forum) +-- Forum: English forums (http://tilengine.org/forum/forumdisplay.php?fid=3) +--- Forum: Support (http://tilengine.org/forum/forumdisplay.php?fid=7) +--- Thread: Microsoft Windows integration? (/showthread.php?tid=955) Pages:
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Microsoft Windows integration? - constructworker - 12-10-2020 So how would tilengine be setup to render into a native win32 application? I'm familiar with how to setup a win32 program and make a window/process messages. RE: Microsoft Windows integration? - megamarc - 12-10-2020 Hi, I don't quite understand what you mean with a "native win32 application". When you compile a program that uses Tilengine with Visual Studio or mingw32, the resulting executable is a native win32 application, you cannot run in under linux or in a raspberry. The generated window is a native win32 window too. RE: Microsoft Windows integration? - constructworker - 12-11-2020 (12-10-2020, 05:34 PM)megamarc Wrote: Hi, Hi, well in the docs it uses a built-in tilengine function to make a window without invoking win32 api functions, but afaict the docs say you can use the tilengine with any operating system to render to their native windows. For instance Code: HWND window; Code: TLN_createwindow() the docs say you can use tilengine as a slave renderer? I was under the impression it was used much like Vulkan in that you can use a win32 surface and then make a compatible surface with vulkan to render to. RE: Microsoft Windows integration? - System64 - 12-11-2020 It uses SDL2 to display graphics. not sure if it uses hardware acceleration to display them, but it may use Open GL since it's open source and cross-platform, but again, not sure at all. Update : It uses OpenGL RE: Microsoft Windows integration? - megamarc - 12-11-2020 Hi, Yes, you can use Tilengine without its built-in window. In this case is up to you, the integrator, to create the render target in your windowing environment. Tilengine expects a 32-bit RGBA surface. This chapter in the documentation gives the details: http://www.tilengine.org/doc/md_rendering.html In Windows, you must use DirectDraw, Direct3D, OpenGL or whatever graphics API that allows you to create and use RGBA surfaces. The built-in window uses the cross-platform library SDL2, that in turn selects the best graphics API available on host operating system. Tilengine itself doesn't require any kind of graphic acceleration, you can even draw to a memory buffer. This example showcases how to draw to a Java applet: https://github.com/megamarc/JTilengine/blob/master/TestPanel.java And here is a tutorial on how to integrate inside a Unity project: http://madwonder.com/tilengine-embedding-unity/ Even if you check the source code of Window.c, you can see how the built-in window uses SDL2: https://github.com/megamarc/Tilengine/blob/e0e3a2cdedaf7a856a7d139df224dbf755eaf86c/src/Window.c#L999 RE: Microsoft Windows integration? - System64 - 12-11-2020 Does the base Tilengine use hardware acceleration? RE: Microsoft Windows integration? - megamarc - 12-11-2020 No, the base Tilengine doesn't use hardware acceleration at all, it's entirely software based on CPU alone. SDL2 library that underpins the built-in window does use hardware acceleration. RE: Microsoft Windows integration? - System64 - 12-11-2020 Ah I understand why it takes half of my GPU now. How can I enable it? RE: Microsoft Windows integration? - megamarc - 12-12-2020 Sorry I don't understand the question. Enable what? If GPU usage is high, you may have a low-end system. Disable CRT effect (enabled by default) by pressing "backspace" key once RE: Microsoft Windows integration? - System64 - 12-12-2020 Sorry if my question wasn't clear, I meant, how can I enable hardware acceleration support? |