Game Development Community

T3D Awesomium Integration Pack Update and Sale

by Stefan Lundmark · 02/10/2013 (3:10 pm) · 6 comments

The T3D Awesomium Integration Pack, which lets you embed HTML/Flash in your games; has received an update and is now on another sale, selling for $49 until 2013-02-24.

Details of the update:


  • A new demo showing the bridge between TorqueScript and JavaScript when passing around data.
  • You can now set a customized cursor for each AwTextureTarget.
  • Fixed a bug where AwTextureTargets would load their webpages and start rendering internally, even though the target itself wasn't being used anywhere. This was not intended, and AwTextureTargets now only consume resources if they're in use.
  • Fixed a crash that could occur when leaving a mission while focusing a AwTextureTarget and then entering a new one.
  • Added a new property to AwGui named "UnloadOnSleep" which is a boolean value that lets you control if the AwGui should unload its resources completely when it goes asleep, as opposed to just pausing its rendering. This can be used to limit the amount of memory used when you got lots of AwGuis.
The update is available for download from your account on www.gameinprogress.com if you're an owner of the pack. If you're not, don't miss out! We now accept credit card payments trough PayPal even if you don't have an account with them.


#1
02/10/2013 (4:15 pm)
@Stefan,
This is cool and good job!
Quote:AwTextureTargets now only consume resources if they're in use
That is a good idea I had not thought of for my RTT. I will have to figure that out. Thanks for that idea.

How did you get texture targets working with materials? I had tried using the code from WebCtrl resource that made an adjustment to the texture detection code, but it always spits out errors and did not work for every object that used the material. What I finally did was modify: ProcessedMaterial::_setStageData in processedMaterial.cpp to explicitly check for render targets on any material type. I also did a pull in T3D here for this feature.
#2
02/10/2013 (4:28 pm)
Hi Frank!

Thanks!

Quote:
How did you get texture targets working with materials?

Yeah, there's a code snippit to reenable named texture targets, I think it's in WebCtrl like you said. I'm seeing console warnings too but haven't had any issues with it at all. I think the warning message is a left-over from stock T3D where this really doesn't work out of the box (for whatever reason).

Edit: Are the materials you mention in the pull request CustomMaterials?
#3
02/10/2013 (10:42 pm)
I had a problem with the WebCtrl fix in that some objects did not properly use the material for some reason. When I changed it to detect for a texture target it fixed those issues. If the material was directly mapped to the object through a material name in a 3D editor it worked fine, it was just things that asked for materials where it failed IIRC. The pull request is linked above, but I will link it here: github.com/GarageGames/Torque3D/pull/229
#4
02/11/2013 (2:02 pm)
That is pretty sweet!
#5
02/15/2013 (12:29 pm)
Does this work multiplayer?
#6
02/15/2013 (2:41 pm)
@Richard: Thanks!

@Stephen: Multiple players can use the same shapes and controls, but you'll have to manually update the network state if you want to sync the same context to multiple players. Ie, if you click on a button and want the other players to "know" - you'd have to broadcast this in some way. This can't be done automatically as it's different for each webpage or flash animation.