Tiled Background

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tulamide
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Tiled Background

Post by tulamide »

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 28376 times

tiledbackground2.png
tiledbackground2.png (65.72 KiB) Viewed 28376 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 1172 times
Last edited by tulamide on Sun Aug 24, 2014 9:25 am, edited 3 times in total.
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RJHollins
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Re: Tiled Background

Post by RJHollins »

now that is cool ! Will check this out.

THX 8-)
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Nubeat7
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Re: Tiled Background

Post by Nubeat7 »

you can do this also with ruby using the TextureBrush, here is an example
Attachments
tiled_background_ruby.fsm
(3.83 KiB) Downloaded 1155 times
tulamide
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Re: Tiled Background

Post by tulamide »

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

THX 8-)

Hope it helps you :)
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tulamide
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Re: Tiled Background

Post by tulamide »

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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tester
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Re: Tiled Background

Post by tester »

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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Perfect Human Interface
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Re: Tiled Background

Post by Perfect Human Interface »

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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MyCo
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Re: Tiled Background

Post by MyCo »

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
tulamide
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Re: Tiled Background

Post by tulamide »

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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JB_AU
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Re: Tiled Background

Post by JB_AU »

Cheers, this makes my interfaces not so plain :)
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