space engineers adding textures to lcd panel supplier

8) Now you need to finish text below (no brackets) : LCDTextureDefinition "Any name for your texture" Textures\Models\"Texture real name".dds

space engineers adding textures to lcd panel supplier

After many requests, we have decided to release our internal Replay Tool that we use to create our trailers. It allows you to record the movement and actions of multiple characters in the same world. You can use your video recording software of choice to capture these moments for cinematic purposes! It’s also super useful for epic screenshot creation. The tool allows you to be the director of your own Space Engineers film where you can carefully position and time different engineers with their own specific roles. We are extremely excited to see what the community will create with this!

Important: because it’s an internal tool, it has a very basic user interface and required advanced users to be used. We believe this is OK, because most video creators who would want to use it to create epic cinematic Space Engineers videos are advanced users.

There are now Steam trading cards to collect for Space Engineers! Collect a full set of cards to earn items that help you customize your Steam profile including backgrounds and badges.

There are fourteen new decorative blocks for people who want to buy them and support the development of Space Engineers, which are available on the Space Engineers Steam Store page. Within the package you will get following new blocks:

Beds can preserve characters’ inventory and toolbar while they"re offline and keeps them alive as long as there is oxygen available. Is considered to be the same as the Cryo Chamber Block, except oxygen is used from the environment. Space Engineers don’t work from nine to five, they work whenever they’re needed: day or night, during peace and war. But when it’s time to call it a day, every engineer looks forward to resting in these beds.

Standard and Corner Desks can be used as seats, which allow players to sit on the chair attached to it. Combine these blocks to produce various designs and sizes, creativity has no limitation. Whether designing new schematics or charting a fresh course to another world, desks are essential for any engineer looking to get some work done.

Kitchens are purely decorative. The kitchens in Space Engineers come well-equipped and include stunning visual details. Space Engineers overcome challenges everyday when they’re working on new planets or among the stars.

Planters are purely decorative, but they make outer space a bit warmer by housing life in a special glass container. Build your own garden on the space station. Planters not only help to liven up spaces, but the flora housed inside these capsules also remind many engineers of the homes they’ve left behind in order to explore the universe.

Couchescan be used as seats, so take your time to relax and take a break. You don’t need to always run, fly or work, you can enjoy your cozy room and enjoy the view. The last thing anyone would ever call a Space Engineer is ‘couch potato’, but who wouldn’t like to relax after a hard day’s work on this comfy furniture?

Armory and Armory Lockers can be used to decorate interiors and store weapons, ammunition, tools and bottles; both are small storages (400L), where you can keep your equipment. Space Engineers use lockers in order to ensure that keepsakes from home, toiletries and other items are kept safe.

Toiletscan be used as a seat. The latest and greatest interstellar lavatory technology has made many earth dwellers jealous of the facilities enjoyed by Space Engineers.

Toilet Seat that can be used as a seat and is fit for the creator of the legendary Red Ship; most engineers don’t want to get up after ‘taking care of business’.

Industrial Cockpits are used to control your ships. This industrial cockpit in both small and large grid versions will make your creations look much better. Offering unmatched visibility, the industrial cockpit enables engineers to experience stunning vistas while traversing landscapes and space.

Console blocks project blueprints for downscaled ships and stations, as well as display pictograms or customizable text. They are fantastic functional LCD panels where you can project your creations and show them to your friends. The sleek and crystal clear picture offered by this console allows Space Engineers to display designs and other important information.

*Note to modders: When modding the decorative blocks, copy the current settings and then do the change on top of that. The mod will also include the DLC tag:

Keen Software House needs to stay profitable in order to continue development and support of Space Engineers, and to take risks, to invest into experiments that may not pay off in the short term, and to develop innovative concepts.

Sometimes we have to invest in people, teams, or projects, without knowing if they will work out. You need to give them time. And if you want to have a high bar for innovation, expecting novel things, you need to take the risk.

Why are they high-risk? Because they are hard to do, and usually it takes many iterations until we figure out the right way to do it. It usually takes a few iterations to perfect it. This means that doing water can take a few weeks (if we get it right from the start) or a few years (if we need to experiment, iterate, throw away past experiments, look for specialists in this area, etc). Same for the engine rewrite and AI / living worlds for our games.

A:Actually, even this update isn’t paid. The major part of this update (LCD screens, Replay Tool, new music tracks, smaller improvements) is free for everyone. Only the smaller and not mandatory part is paid - Decorative Pack, which you can purchase here.

A: The way we designed this is that even people who don’t purchase the Decorative Pack can play on servers with people who own the Decorative Pack. Players who don’t own the Decorative Pack won’t be able to build with these new blocks, nor interact with them, but they will be able to view them in-game.

A: To support future development of Space Engineers and other leading-edge projects we plan to work on at Keen Software House. Players kept asking us for something they could buy to support the development of Space Engineers, and the Decorative Pack is a great option for them.

A: Right after Space Engineers left early access and all hot issues were resolved. Most of the work was done by the Art team, the rest of the developers is working on other long-term updates.

A: We want more people to play Space Engineers, which means we must lower the barrier of entry. When the Space Engineers community grows, everyone benefits from this - more content on Workshop, more mods, more new ideas, more people to play with. This means that all non-mandatory features should be optional, so only those who really want them can pay for them. That’s why we decreased the price of Space Engineers, and made the Decorative Pack an optional purchase.

A: Hehe, if you put it this way, it sounds kind of funny. But the reality is that decorative blocks are low-hanging fruit, not a bottleneck towards those other mentioned future features. Additionally, the decorative pack can bring added profit and make the mentioned things happen.

Looking at our upcoming plans, I can say that we are going to work on another package similar to this one. It’s not a secret that we want to bring you more things you asked for in the past, such as new skins, new weapons, new economy system etc.

If you want to let me know your feedback on our decision to release paid Decorative Pack, please get in touch via my personal email address marek.rosa@keenswh.com. I welcome every feedback and we will use it to learn and provide better service.

space engineers adding textures to lcd panel supplier

The LCD Panel is a thin panel that takes an entire block face and can display a variety of messages and textures that can be displayed constantly or triggered by the Programmable Block, Sensor, Timer Block, or any other block capable of triggering.

Choosing "Edit Text" allows inputting custom text such as the name of a room to use above doors. The text can then be scaled up to fit the screen dimensions or preferred size by using the "Font Size" slider.

The "Color" sliders allow setting the text colour using RGB slider and "Backgr." allows setting background fill colours (default black). If using a transparent LCD then the text will be against transparency unless fill colour is added.

"Loaded Textures" has a list of the available default and modded (where applicable) images available for display on the screen. Select the desired image and select "Add to selection". The selected image will then show in the second "Selected textures" panel.

When multiple images are applied they can be set to cycle between with the duration between images being set by the "Image change interval" slider. To remove an image from display select it in the second panel and select "Remove selected".

The "Preserve aspect ratio" checkbox can be used to prevent the image being stretched if it does not fit the screen properly such as when using a wide LCD.

To set the LCD to display a script, choose "Script" from the dropdown. Choosing Script allows the display of information such as weather, artificial horizon for vehicles, Energy and Hydrogen level etc.

The panel"s title and text can be made public, private, or a combination of both. Textures applied can be selected from a list or custom textures can be selected. Textures can be set to rotate on a timer, changing from one to the next. GPS coordinates shown in the GPS format in the text panel will appear in the GPS and can be activated (=shown on HUD).

Selected textures - Any textures that were added, will be displayed here. The order in which they are placed effects which image is displayed first (top of the list is displayed first).

The LCD Panel could be accessed with the programmable block as IMyTextPanel. It could work in ´Texture Mode´ in which the selected textures are shown or the ´Text Mode´ in which the text is shown. The following methods are available:

Adds an image/texture to the end of the list of selected textures. If no image/texture with the name id exists the texture ´Offline´ is added instead.

Adds the images/textures to the end of the list of selected textures. If no image/texture with the name id exists the texture ´Offline´ is added instead.

space engineers adding textures to lcd panel supplier

The first thing that we would recommend, if you are experiencing some technical or gameplay issues with the game, is to check our support portal. There is a good chance that the problem you are facing has been experienced before, so it is likely that players who have had similar issues have posted suggestions and solutions.

Note: Space Engineers currently does not support nVidia/AMD 3D vision and it should be disabled in the nVidia/AMD control panel, otherwise it can cause various issues.

Attach one or all save folders. You have to enable hidden files in order to see the Save folder. Save folders may contain MBs of data, be careful when sending them. Emails usually don’t like attachments larger than 10 MB):

What if you can’t find the AppData Folder? Run “Folder Options”, then go to the View tab and click the option that says “Show hidden files, folders, and drives” so you are able to see hidden folders, then you should be able to see it.

Many of the most common issues experienced while playing Space Engineers can be resolved without assistance. Choose any of the below categories according to the problem that you are experiencing. If you can’t find a solution in any of the suggested solutions, please report your problem at our dedicated support site by following the above guide.

Solution: Open %appdata%\SpaceEngineers\SpaceEngineers.cfg in a plain text editor like notepad. Find GraphicsRenderer – it is usually near the top. Change its value to DirectX 11.

You can try Windows 7 and Windows 8 modes to find which works better for you. This is usually a good workaround until there are updates for your drivers and for Windows 10 compatibility.

Cannot create log file: System.UnauthorizedAccessException: Access to the path ‘C:\Users\YourUserNameHere\AppData\Roaming\SpaceEngineers\SpaceEngineers.log’ is denied.

Solution: Some users are reporting this problem after switching to Windows 10. In some cases we have found that the users have copied files from their old operating system to the new one. In other cases it seems to be an issue created by the Windows 10 upgrade. This creates the problem where the old files have different ownership credentials from the new user account on Windows 10. This prevents Space Engineers from accessing them.

It has been reported that some 3rd party programs can cause in-game issues, game not starting or black screen. In this case, you will have to disable these programs in order to run the game. Below is the list of the 3rd party programs that have been reported so far.

space engineers adding textures to lcd panel supplier

I"m sure there"s been many before me, but I want LCD panels I can draw on, and I want to try and implement this feature, or at least discuss why it would/wouldn"t be possible.

I know there"s nothing in the Mod API that I can sink my teeth in (Sandbox.ModAPI doesn"t have anything relevant for LCD/Textpanels), so I want to see if I can do anything else.

I know Space Engineers is "Open Source" these days, the source is on github, but do they actually accept pull requests? Also it seems that the source there hasn"t been updated in months (edit: last commit was 14 days ago). Does anyone know more about that?

I"m somewhat proficient in C#, I"m not going to pretend I"ll fix the entirety of space engineers or something, but I"d love to try and implement this little thingy. Where would be the best place to start? The code seems rather.. fragmentaric? lots of little pieces that hook together, and lots of redundant namespaces and classes. To their credit it does seem well decoupled and is still of course heavily work in progress, probably a lot merged in from medieval engineers and such. The problem is I don"t really know where to start; Textures for LCD panels are just masks for files, but for something like what I want I"m going to need a in-memory buffer. I could try and make a memory filestream and mask it as a file and present that to the engine, but that feels more hacky than it needs to be

From what it looks like, the renderer is based on message queues, and a LCD panel texture is basically just a message that tells the render engine where to find a texture on disk. I don"t think I could easily write anything that talks with that.. does anyone know of a way to tell the render engine to look at a memorystream, in-memory bitmap, or something similar for a texture?

The Source Code subforum has information about the state of the GitHub repository. In short: Pull requests have gathered dust for months because of the non-public work on planets.

I would have thought the game allocates some DirectX draw surface for a textpanel LCD and draws the text onto it. Finding the source code for that is probably a good starting point.

One thing to keep in mind: dynamic draw surfaces are probably raw, non-compressed chunks of GPU memory. The .dds "BCn" subformats benefit from on-the-fly hardware decompression. That reduces the required space and memory-bandwidth by a ratio of 4:1 for static textures.

The Source Code subforum has information about the state of the GitHub repository. In short: Pull requests have gathered dust for months because of the non-public work on planets.

I would have thought the game allocates some DirectX draw surface for a textpanel LCD and draws the text onto it. Finding the source code for that is probably a good starting point.

One thing to keep in mind: Dynamic draw surfaces are probably raw, non-compressed chunks of GPU memory. The .dds "BCx" subformats benefit from just-in-time hardware decompression.

The Source Code subforum has information about the state of the GitHub repository. In short: Pull requests have gathered dust for months because of the non-public work on planets.

I would have thought the game allocates some DirectX draw surface for a textpanel LCD and draws the text onto it. Finding the source code for that is probably a good starting point.

One thing to keep in mind: dynamic draw surfaces are probably raw, non-compressed chunks of GPU memory. The .dds "BCn" subformats benefit from on-the-fly hardware decompression. That reduces the required space and memory-bandwidth by a ratio of 4:1 for static textures.

I hadn"t seen that subforum yet, thanks. In the mean time I"ve gone a bit through the source code. It"s a long trail because of how their system works with render messages and such, but basically, the screen asks for a texture change, texture change gets translated into a rendermessage in the RenderProxy, then it"s sent to the Vrage engine parts where a huuuge message switchboard redirects it to some really basic function that points the internal texture manager to the physical file and turns it to a texture, then puts that texture on the physical screen model. When printing Text to a screen, it uses VRageRender.MyDebugDraw to render the text to a texture using a rendertarget.

What I think the easiest option would be, is to write a ModAPI.Ingame class could provide a programmable block interface that uses VRage.MyDebugDraw"s draw functions (it has a bunch) to create a Texture, and add a case in the message switchboard with a new type of rendermessage for updating live screens with the latest texture, which can then be called with some .UpdateScreen() function or something. It"s doable, certainly, although it"s more complicated than I originally thought

We can"t create textures just like that. Textures use large amounts of memory. If this is to be done, it must use the same textures used for the text, and the same method of redraw at need. We cannot retain a texture exclusively for a single screen. Also the programmable block cannot be called from another pipeline than the action system, it"s not designed that way and I doubt it would ever be accepted.

I propose a simple vector object model system, where you can build up a simple and rather limited graph representing an image, which the game can then render to the target texture at will, as it does the text. This would then be a nice equivalent of how the game does text.

I was thinking at doing the same once, but my focus has really been the programmable block itself. Right now I"m in wait mode, to see when they start merging again.

EDIT: Another thing to keep in mind is that there are two renderers and whatever subsystem is added needs to work with two different lighting methods: diffuse/specular (Dx9) and PBR/metal (Dx11).

Yes, yes a hundred times yes. The things that could be accomplished with being able to fire Substance Designer driven textures directly in would be a whole new level of awesome, not to mention allow for massive texture variation with no additional large texture files in mods!

@LordDevious Hmm, thanks, that"s very insightful! I"m saying more or less the same as you are; I do think the footprint and performance would be acceptable, if instead of writing draw calls to a screen, you write draw calls to a texture, which you can then finish with a single render call, whereafter you can apply the texture to any LCD panel. The LCD Panel would need a property that allows directly setting such texture. This also allows people to optimize their own rendering system and such, as they would be able to handle the Texture and apply it to LCD Panels manually. The size of the texture doesn"t have to be big; I"m not expecting people are going to write full 3D renderers inside the programming block

Edit: That all said though, if procedural materials is going to be implemented eventually it may be worth waiting for that, would also massively increase the graphical abilities of the LCD panels, although that may also introduce extra performance overhead, while this current idea seems relatively lightweight.

@LordDevious Hmm, thanks, that"s very insightful! I"m saying more or less the same as you are; I do think the footprint and performance would be acceptable, if instead of writing draw calls to a screen, you write draw calls to a texture, which you can then finish with a single render call, whereafter you can apply the texture to any LCD panel. The LCD Panel would need a property that allows directly setting such texture. This also allows people to optimize their own rendering system and such, as they would be able to handle the Texture and apply it to LCD Panels manually. The size of the texture doesn"t have to be big; I"m not expecting people are going to write full 3D renderers inside the programming block

Edit: That all said though, if procedural materials is going to be implemented eventually it may be worth waiting for that, would also massively increase the graphical abilities of the LCD panels, although that may also introduce extra performance overhead, while this current idea seems relatively lightweight.

Yes, but I think you can be fairly certain they will never accept a pull request that causes programmable block calls outside of the current pipeline, or create new textures at a whim. Remember, any extra textures you"d create would be in addition to the already created shared ones. Which is why I suggest the vector graph system. Because that would work very similar to what they already do, and would use the same pipeline. The only difference is, instead of rendering text, it would render a simple vector image.

Yes, but I think you can be fairly certain they will never accept a pull request that causes programmable block calls outside of the current pipeline, or create new textures at a whim. Remember, any extra textures you"d create would be in addition to the already created shared ones. Which is why I suggest the vector graph system. Because that would work very similar to what they already do, and would use the same pipeline. The only difference is, instead of rendering text, it would render a simple vector image.

True, true, I do see people trying to abuse this as much as possible, but that"s why I went for such low quality outputs, I don"t really see how a limited set of 128x128 1 or 2 bit textures would cause havok on the server. That said, if you"re certain your vector approach is better then I"ll take your word for it. How did you have that in mind though? Do you compile a list of vectors, which you then send to the renderer? or some existing format? It would be nice to draw some kind of basic GUI at least, so it shouldn"t be too limited, colors would also be nice but that might complicate things and performance.

True, true, I do see people trying to abuse this as much as possible, but that"s why I went for such low quality outputs, I don"t really see how a limited set of 128x128 1 or 2 bit textures would cause havok on the server. That said, if you"re certain your vector approach is better then I"ll take your word for it. How did you have that in mind though? Do you compile a list of vectors, which you then send to the renderer? or some existing format? It would be nice to draw some kind of basic GUI at least, so it shouldn"t be too limited, colors would also be nice but that might complicate things and performance.

I don"t think it would be as limited as you might think, when the player counts start to rise and everybody wants their custom screens everywhere. And are you sure you can use low bit textures?

I was thinking a set of simple predefined shapes, lines, rectangles and stuff without too much complexity, limited polygons maybe. And obviously text labels. All with a maximum complexity limit in total.

I don"t think it would be as limited as you might think, when the player counts start to rise and everybody wants their custom screens everywhere. And are you sure you can use low bit textures?

I was thinking a set of simple predefined shapes, lines, rectangles and stuff without too much complexity, limited polygons maybe. And obviously text labels. All with a maximum complexity limit in total.

The engine seems to take anything that"s .jpg, .png or .dds, so I"d assume it can handle any type of such images, but that"s just a guess. In any case, when you have a max of 20 uncompressed 2 bit (4 colors) 256x256 textures you have 320KB of memory used. If you have 20 players using that, you have 6.4MB. if it only accepts 24bit color textures then it"d be 3.8MB per user for a total of 77MB memory for 20 users. I really think you"re overestimating how much such tiny textures would cost in terms of rendering, especially since Text panels already use these kinds of custom textures with much higher resolutions, just less complex drawings..

But I digress, the vector method you"re proposing is pretty much what I had in mind. You supply a list of shapes or vectors, which you either directly apply to a screen, or you give to some function which returns a texture that you can then apply to a screen. If it would be the same resolution as the text panels I think we could get some very interesting GUIs

The engine seems to take anything that"s .jpg, .png or .dds, so I"d assume it can handle any type of such images, but that"s just a guess. In any case, when you have a max of 20 uncompressed 2 bit (4 colors) 256x256 textures you have 320KB of memory used. If you have 20 players using that, you have 6.4MB. if it only accepts 24bit color textures then it"d be 3.8MB per user for a total of 77MB memory for 20 users. I really think you"re overestimating how much such tiny textures would cost in terms of rendering, especially since Text panels already use these kinds of custom textures with much higher resolutions, just less complex drawings..

Sure, but what you can load as an image file is not 1/1 to what is actually used in memory. That"s often a specialized compressed texture format. I"m no expert at this though, I don"t know specifically what SE uses, especially not for the LCDs - I haven"t checked.

But I digress, the vector method you"re proposing is pretty much what I had in mind. You supply a list of shapes or vectors, which you either directly apply to a screen, or you give to some function which returns a texture that you can then apply to a screen. If it would be the same resolution as the text panels I think we could get some very interesting GUIs

Sure, but what you can load as an image file is not 1/1 to what is actually used in memory. That"s often a specialized compressed texture format. I"m no expert at this though, I don"t know specifically what SE uses, especially not for the LCDs - I haven"t checked.

As if you"re reading my mind! That would be an amazing second step and give the game completely new input abilities, as before you could only interact with ships/stations through either buttons or the Control Panel, this could effectively replace buttons with a better alternative

I haven"t really looked into it yet though, it would require the screen to have some kind of relative coordinate system that reacts to the player cursor/crosshair, wonder if that"s already in there?

As if you"re reading my mind! That would be an amazing second step and give the game completely new input abilities, as before you could only interact with ships/stations through either buttons or the Control Panel, this could effectively replace buttons with a better alternative

I haven"t really looked into it yet though, it would require the screen to have some kind of relative coordinate system that reacts to the player cursor/crosshair, wonder if that"s already in there?

The best would be if one could add this to the existing LCD screens, I"d say. There"s no need to add more interfaces, we already have the screens. You just have to figure out where to do the actual drawing - which as @Harag said, must probably be done two places, one for DX9 and one for DX11.

To follow the existing pattern, we would probably want an ShowDrawing method or something, where we pass in the graph object. Then comes the hard part

When using static textures the game expects files in .dds format and those are actually copied to GPU memory in their compressed form because they can be decoded on-the-fly in hardware. DirectX requires that capability of the GPU. See my link in post #3 for details.

Maybe another idea to consider: The game already has a UI subsystem and must draw that UI. It might be worth checking how easy it is to redirect those draw calls. That would allow to reuse a lot of existing code and interacting with the UI could simply mean it is displayed full-screen like any other UI in the game. Basically what Interstellar Rift already has:

When using static textures the game expects files in .dds format and those are actually copied to GPU memory in their compressed form because they can be decoded on-the-fly in hardware. DirectX requires that capability of the GPU. See my link in post #3 for details.

Maybe another idea to consider: The game already has a UI subsystem and must draw that UI. It might be worth checking how easy it is to redirect those draw calls. That would allow to reuse a lot of existing code and interacting with the UI could simply mean it is displayed full-screen like any other UI in the game. Basically what Interstellar Rift already has:

That looks like a nice start though! Would you share the source? Maybe I can turn it into something and submit a pull request, of course with proper credit.

Network rendering doesn"t have to be much more complex than the current textpanel implementation, if the vectors are passed instead of the actual textures there should be little difference from a standard textpanel.

That looks like a nice start though! Would you share the source? Maybe I can turn it into something and submit a pull request, of course with proper credit.

I don"t mind sharing the source if you want to toy around with it but i don"t see the point of making any PR into Keen"s GitHub repository right now ... the source code there is 6 months old (1.103 version with planets stripped out), considering that Keen updates each week that"s a looooong time.

Even if they do that I personally should prefer Keen to focus on bugfixes than new features (mostly because each new feature they add themselves always come with a bag full of bugs with it), it"s scary to see the list in the "Bug Reports" topic... there"s clearly more critical issues in the game right now that needs more attention and actually get fixed.

Network rendering doesn"t have to be much more complex than the current textpanel implementation, if the vectors are passed instead of the actual textures there should be little difference from a standard textpanel.

I"ve been looking into more detail of how the public/private text is handled and I"m actually disappointed of how easy that one alone can be abused... guess that makes all my fears about MP on canvas completely "void".

Each tiny thing the canvas will do costs 1 packet across ALL connected clients, all have to be received in order. (Considering how text works, that isn"t much of a shock...)

Change pixel coordinates into normalized coordinates because not all clients have the same render texture resolution and aspect ratio (or "aspect radio" as Keen calls it, hehe).My implementation isn"t fully solid yet and there"s room for improvements, like adding an anchor parameter for DrawText, bool to render as monospaced text or even custom fonts if PR #107 gets officially accepted.

There"s more to add like geometry shapes and even probably capture a render from a Camera (weak possibility!? this one should be the hardest to implement and capture limits have to be implemented)...

Edit: Normalized positions now... that makes it easier to position elements without the need of Width or Height. (e.g. 0.5 will position at the center no matter what is your texture quality).

I don"t mind sharing the source if you want to toy around with it but i don"t see the point of making any PR into Keen"s GitHub repository right now ... the source code there is 6 months old (1.103 version with planets stripped out), considering that Keen updates each week that"s a looooong time.

Even if they do that I personally should prefer Keen to focus on bugfixes than new features (mostly because each new feature they add themselves always come with a bag full of bugs with it), it"s scary to see the list in the "Bug Reports" topic... there"s clearly more critical issues in the game right now that needs more attention and actually get fixed.

Actually the repo is only 20 days old except for some generic files, the repo was created 6 months ago. Also they mentioned that they"re going to merge and publish merges with updates after the planetary update again.

I"ve been looking into more detail of how the public/private text is handled and I"m actually disappointed of how easy that one alone can be abused... guess that makes all my fears about MP on canvas completely "void".

Each tiny thing the canvas will do costs 1 packet across ALL connected clients, all have to be received in order. (Considering how text works, that isn"t much of a shock...)

Change pixel coordinates into normalized coordinates because not all clients have the same render texture resolution and aspect ratio (or "aspect radio" as Keen calls it, hehe).My implementation isn"t fully solid yet and there"s room for improvements, like adding an anchor parameter for DrawText, bool to render as monospaced text or even custom fonts if PR #107 gets officially accepted.

There"s more to add like geometry shapes and even probably capture a render from a Camera (weak possibility!? this one should be the hardest to implement and capture limits have to be implemented)...

What I"m mostly looking to implement is basic draw calls that aren"t text; vectors, shapes, etc. It may require an extra variable to be passed around as it does with text, unless the text itself could be parsed as some kind of HTML-ish thing? Either way that"s something I need to figure out in the code itself. Obviously I"m not going to pass entire textures around, that"d be silly, a synced list of vectors/shapes should be plenty, the engine syncs 4 strings for every text panel every update; 1 for each public/private title and text. An extra string[] or Shape[] if using a custom enum shouldn"t matter too much right? You probably need some kind of array, list or dictionary to sync if you want to sync these custom font selections and such too.

Edit: Normalized positions now... that makes it easier to position elements without the need of Width or Height. (e.g. 0.5 will position at the center no matter what is your texture quality).

PR#107 seems to have unresolved conflicts with the current branch.. I"m not sure what their policies are, but generally you don"t make another developer merge your changes across the entire branch because they don"t know what you changed

I haven"t been able to do much in the past few days because I"ve been busy otherwise, but I kinda wanna give it a try somewhere tomorrow or the day after, I think I have a pretty alright understanding of what needs to be changed in order to make it work with the rest and in multiplayer. If you"d want to share the code I"d happily try and fit it in, I do intend to submit another pull request, although I will mention PR #107 and your work if you intend to share it.

What I"m mostly looking to implement is basic draw calls that aren"t text; vectors, shapes, etc. It may require an extra variable to be passed around as it does with text, unless the text itself could be parsed as some kind of HTML-ish thing?

Sounds like an approach completely different from mine, i only want a bit more freedom on the text in LCDs, interactive simple 2D stuff, that"s all =)

Either way that"s something I need to figure out in the code itself. Obviously I"m not going to pass entire textures around, that"d be silly, a synced list of vectors/shapes should be plenty, the engine syncs 4 strings for every text panel every update; 1 for each public/private title and text. An extra string[] or Shape[] if using a custom enum shouldn"t matter too much right? You probably need some kind of array, list or dictionary to sync if you want to sync these custom font selections and such too.

PR#107 seems to have unresolved conflicts with the current branch.. I"m not sure what their policies are, but generally you don"t make another developer merge your changes across the entire branch because they don"t know what you changed

I haven"t been able to do much in the past few days because I"ve been busy otherwise, but I kinda wanna give it a try somewhere tomorrow or the day after, I think I have a pretty alright understanding of what needs to be changed in order to make it work with the rest and in multiplayer. If you"d want to share the code I"d happily try and fit it in, I do intend to submit another pull request, although I will mention PR #107 and your work if you intend to share it.

As for my code ... like I"ve said before, it"s still too early. Since my last post here the code got some serious changes and i"m far from completing it, I didn"t even took a look yet of how DX9 handle the camera.

I will probably plan a future rewrite once have all features included in so i can address some issues and improve performance for large quantity of geometry, probably will make things more complex on the programmer side, too soon to tell.

Sounds like an approach completely different from mine, i only want a bit more freedom on the text in LCDs, interactive simple 2D stuff, that"s all =)

As for my code ... like I"ve said before, it"s still too early. Since my last post here the code got some serious changes and i"m far from completing it, I didn"t even took a look yet of how DX9 handle the camera.

I will probably plan a future rewrite once have all features included in so i can address some issues and improve performance for large quantity of geometry, probably will make things more complex on the programmer side, too soon to tell.

I haven"t really had time to do much, and on top of that I kinda realized there"s more people already busy with it than I expected. You"ve been doing quite well

As for camera"s on LCDs, nice that you got it working, it might be interesting in the form of a mod, though again every added screen will add a lot of rendering overhead, so I don"t expect players with less-than-beefy hardware to really be able to use it.

OK so I just ran across this thread searching for help on a similar idea and I feel like someone tore out the last half of a book. How could it possibly end there! Lol Holy cliff hanger Batman! 6 months later have you been able to get anywhere I"m doing research to see how possible it would be to draw pixel by pixel in a 3D space. Think Death Star blueprints hovering in the air from star wars.

space engineers adding textures to lcd panel supplier

A textureAn image used when rendering a GameObject, Sprite, or UI element. Textures are often applied to the surface of a mesh to give it visual detail. More info is a bitmap image. You can create textures in a digital content creation application, such as Photoshop, and import them into Unity.

In a 3D Project, Unity imports image and movie files in the Assets folder as Textures. In a 2D Project, Unity imports image and movie files in the Assets folder as SpritesA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info.

As long as the image meets the specified size requirements, Unity imports and optimizes it for game use. This extends to multi-layer Photoshop PSD or TIFF files.

In the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info, set the Texture Import Settings.

Normal mapsA type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry.

When importing from an EXR or HDRhigh dynamic range file containing HDR information, the Texture Importer automatically chooses the right HDR format for the output Texture. This format changes automatically depending on which platform you are building for.

Ideally, Texture dimension sizes should be powers of two on each side (that is, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048 pixels (px), and so on). The Textures do not have to be square; the width can be different from height.

It is possible to use NPOT (non-power of two) Texture sizes with Unity. However, NPOT Texture sizes generally take slightly more memory and might be slower for the GPU to sample, so it’s better for performance to use power of two sizes whenever you can.

If the platform or GPU does not support NPOT Texture sizes, Unity scales and pads the Texture up to the next power of two size. This process uses more memory and makes loading slower (especially on older mobile devices). In general, you should only use NPOT sizes for GUI purposes.

Maximum 2D and CubemapA collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). More info texture dimension size (px)

Normal maps are used by normal map Shaders to make low-polygon models look as if they contain more detail. Unity uses normal maps encoded as RGB images. You also have the option to generate a normal map from a grayscale height map image.

You can create an alpha map by creating a Texture with information in the alpha channel, or by creating a grayscale Texture and converting the grayscale values to alpha in Unity.

If you want to make a TerrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info, you normally use your main Texture to show areas of terrain such as grass, rocks and sand. If your terrain is large, it may end up very blurry. Detail Textures hide this fact by fading in small details as your main Texture gets closer.

When drawing Detail Textures, a neutral gray is invisible, white makes the main Texture twice as bright, and black makes the main Texture completely black.

To use a Texture for reflection maps (for example, in Reflection ProbesA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More info or a cubemapped SkyboxA special type of Material used to represent skies. Usually six-sided. More info, set the Texture Shape to Cube. See documentation on Cubemap Textures for more information.

Anisotropic filtering increases Texture quality when viewed from a grazing angle. This rendering is resource-intensive on the graphics card. Increasing the level of anisotropy is usually a good idea for ground and floor Textures. Use Quality settings to force anisotropic filtering for all Textures or disable it completely. Although, if a texture has its Aniso levelThe anisotropic filtering (AF) level of a texture. Allows you to increase texture quality when viewing a texture at a steep angle. Good for floor and ground textures. More info set to 0 in Texture Import Settings, forced anisotropic filtering does not appear on this texture.

Unity automatically flattens multi-layer Photoshop PSD or TIFF files on import so that there is no size penalty for your game. This flattening happens to the imported data in Unity, not to the file itself, so you can continue to save and import your PSD or TIFF files without losing any of your work when using these file types natively. This allows you to have one copy of each Texture which you can use in Photoshop, your 3D modelling application, and in Unity.

space engineers adding textures to lcd panel supplier

This license refers to the use of True Grit Texture Supply software tools and stock graphics including digital brushes, swatches, color palettes, graphic styles, actions, effects, templates, vector files and texture images (collectively "Graphic Assets").

Each user can install or use the Graphic Assets on up to two devices for use by the same user (e.g. a desktop at the studio and a laptop or iPad for home or travel).

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This End-User License Agreement ("EULA") is a legal agreement between you and True Grit Texture Supply governing the terms of use of the digital content including software add-ons, brushes, swatches, color palettes, graphic styles, actions, effects, templates, vector files and texture images (collectively "Graphic Assets") that you are downloading or purchasing from True Grit Texture Supply, for yourself, your company, or your employer (hereafter collectively referred to as "you" or "The Licensee").

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3.1- Resale, Distribution or Sub-Licensingthe Graphic Assets or any modification of it in source file form is strictly prohibited. (e.g., as a stock asset or template).

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3.4 - Embedding of editable Graphic Assets or supplying source files with editable templates,whether distributed for free or for sale is prohibited. This includes but is not limited to downloadable or installable website templates, presentation templates, logo-templates, social media image templates and legal document templates.

3.5 - Use in Personalised Create-On-Demand services:Any use that allows anyone other than the Licensee to customize digital or physical end products using the Graphic Assets is prohibited. This includes, but is not limited to, "print-on-demand", "made-to order", "download-on-demand" and "design-it-yourself" applications and services. An extended license may be available upon request.

3.6 - Embedding in Software or Electronic Devices: Embedding the Graphic Assets into software applications, games, computer hardware, mobile devices and games consoles is prohibited.

3.7 - Use of the Graphic Assets as singular works: Textures, patterns, and images that are part of the Graphic Assets are not permitted to be used as the sole design element in any design work, illustration, logo or on a product for sale such as a coffee cup, t-shirt, greeting card, etc.

3.10 - Use of the Graphic Asset in illegal, harassing, threatening, fraudulent, or defamatory material, is strictly prohibited, including but not limited to:

Material intended to cause physical or mental injury, emotional distress, death, disability, disfigurement, to any other person; Material that promotes racism, bigotry, hatred or physical harm to racial, sexual, religious or ethnic minority groups or individuals; Material intended to cause damage to any person or property; Material that seeks to harm or exploit children by exposing them to inappropriate content; Material that may constitute or contribute to a crime; Material containing information or content that we deem to be unlawful, harmful, abusive, racially or ethnically offensive, harassing, humiliating to other people (publicly or otherwise), libelous, threatening or otherwise objectionable.

You are permitted to keep a single backup copy of licensed Graphic Assets in the cloud, locally on a desktop, laptop or mobile device, or on a studio server provided you are the only party who maintains or has access to this backup copy.

Licensee may only upload the Graphic Asset to (i) a non-public server owned and controlled by Licensee or (ii) a non-public cloud storage service, cloud-based design app, or digital asset manager, account controlled by Licensee, in each case for use of the Graphic Asset by Licensee only, in accordance with the number of users governed by section 1.2 of this EULA.

Licensee is not permitted to sub-license or provide a copy of the Graphic Assets in their original form to any service provider or agents such as a graphic designer, commercial printer, web developer, or independent contractor who is working on behalf of the Licensee. Such service providers must purchase a license separately.

Refunds and exchanges are at the sole discretion of True Grit Texture Supply in accordance with our Dig It Or It"s FreePolicy. If you wish to claim a refund, you must (a) certify that no copy of the Graphic Assets remains in your possession or control and (b) provide proof of a valid sale and a valid sales receipt from True Grit Texture Supply. All claims for a refund must be made within one (1) week of purchase and are at the discretion of True Grit Texture Supply.

The Font Software and the design of the Font embodied therein are the exclusive property of True Grit Texture Supply and/or the designer and are protected under both domestic and international copyright, trademark and unfair competition laws. Licensee may not assert any ownership in the Graphic Asset itself nor any right to revenue from a collecting society in respect of photocopying, digital copying or other secondary uses of the Graphic Asset. Any reference to the "purchase" or "sale" (or similar terms) of the Graphic Asset refers to the purchase of a limited license only and not the purchase of the underlying copyright or work itself. As a licensee, Licensee"s ownership of the media and/or device on which the Graphic Asset is recorded, if any, is distinct from and does not grant any ownership right, title or interest in and to the design of the Graphic Asset itself. Except as stated herein, this Agreement does not grant you any rights to trademark or any other intellectual property rights in the Graphic Asset.

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Subject to the representations and warranties stated herein, the Font Software is provided "AS IS" and without obligation to you or other warranties of any kind. TRUE GRIT TEXTURE SUPPLY AND THE DESIGNER OF THE FONT SOFTWARE EACH HEREBY EXPRESSLY DISCLAIMS ALL WARRANTIES, EXPRESS AND IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. TRUE GRIT TEXTURE SUPPLY DOES NOT WARRANT THAT THE OPERATION OF THE FONT SOFTWARE WILL BE UNINTERRUPTED OR ERROR-FREE, OR THAT THE FONT SOFTWARE IS WITHOUT DEFECTS. THE FONT SOFTWARE IS NOT INTENDED AND WAS NOT DESIGNED OR MANUFACTURED FOR USE IN ANY CIRCUMSTANCES WHERE THE FAILURE OF THE FONT SOFTWARE COULD LEAD TO DEATH, PERSONAL INJURY, OR SEVERE PHYSICAL OR ENVIRONMENTAL DAMAGE. THE FONT SOFTWARE IS NOT FAULT TOLERANT AND IS NOT INTENDED FOR USE IN THE CONTROL OR OPERATION OF DEVICES OR EQUIPMENT FOR MANUFACTURING, OR FOR USE IN NAVIGATIONAL DEVICES. THIS DISCLAIMER OF WARRANTIES APPLIES TO THE FULLEST EXTENT PERMITTED BY LAW IN THE APPLICABLE JURISDICTION.

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The number of desktop users allowed to install and use a purchased Font is equal to the quantity chosen at the time of purchase and displayed on your receipt. When purchased as part of a multi-product bundle the Font is licensed for use by up to 3 desktop users.

✔  Physical end products offered for sale such as homewares, apparel, product packaging, art-prints, greeting-cards, posters, etc (up to 250,000 units).

This End-User License Agreement ("EULA") is a legal agreement between you and True Grit Texture Supply governing the terms of use of the Font Software (collectively, the "Font" or "Font Software") that you are downloading or purchasing from True Grit Texture Supply, for yourself, your company, or your employer (hereafter collectively referred to as "you" or "The Licensee"). Please read this entire document before agreeing to be bound. By purchasing the Font Software, you agree to the terms of this EULA agreement.

The Font Software licensed under this Agreement is supplied to you by True Grit Texture Supply for USAGE ONLY, and remain the intellectual property of the designer(s) of the Font Software. True Grit Texture Supply and/or the designer(s) reserve all rights not expressly granted to you under this Agreement. Upon purchase of the Font Software, you are granted a non-exclusive, terminable, and non-transferable license to use the Font Software per the following terms and conditions. You may not exceed the scope of this License.

Use of the Font Software is explicitly limited to the number of Desktop Users selected at the time of purchase and displayed on your receipt. When purchased as part of a multi-product bundle or unless otherwise stated, the Font Software is licensed for use by up to 3 desktop users.

You must purchase a license that covers each user who will use the Font Software. If you are a company purchasing a multi-user license for your employees, your employees must use the Font Software subject to the terms of this Agreement. You must notify all employees who will use the Font Software of the terms and conditions of this Agreement, and you are responsible for any misuse of the Font Software by your employees.

Companies, organizations, and employees thereof generating more than $250 million USD annual revenue are not permitted to use the Font Software without purchasing an extended license.

Use of the Font Software in the creation of printed and digital design works, rasterized images for web sites and otherwise for your personal use is permitted. If you design or create works for third parties, such as clients, you are considered a "Designer" and you may use the Font Software to design or create design works for third parties, subject to the uses and limitations described in this Agreement, and providing that you notify those third parties of those obligations and restrictions in writing. You may not allow any third party to use your copy of the Font Software.

2.1 - Create Physical End-Products: You may use the Font Software to create physical end-products for free or for sale including, but not limited to, apparel, greeting cards, stationery, stickers, mugs, stamps, homewares, posters, signs, etc. up to a combined limit of 250,000 units.

2.2 - Physical Product Packaging: Licensee may create physical packaging products used for resale or wholesale, including but not limited to, boxes, labels, jars, stickers, containers, etc., up to a combined limit of 250,000 units.

2.5 - Logos & Branding: Licensee may create unlimited logos, branding and collateral such as logos, letterheads, business cards, promotional materials and signage. Licensee is not permitted to supply the Font Software to the end-user or client with the finished logo design. Where the Font Software is used to create a logo, the typeface design cannot be included as part of any trademark, service mark or design mark registration and must be disclaimed in any such registration.

2.6 - Print and Dig