The animation format is determined, but it is very inconvenient to use it. It is necessary to write an editor.
At first, we used MFC to embed it into ogl2dlib. Playing is okay, but the doc-view method has some problems for ogl2dlib. As the animation data Doc should not contain the display resources, however, the textureresource in ogl2dlib corresponds to the RC where OpenGL is located, And the ogl2dlib must also be split into a version corresponding to Doc-view.
Later, I decided to use customui in dxut to change a set of support for OpenGL and put it in ogl2dlib. However, although it was changed to be able to run, it was not enough. In addition, such a drag still needed to bring the glft of text display, treetype2. It is also troublesome.
Think of the previously seen glui, this function is enough, and is directly embedded in the GL window, it should be no problem to work with ogl2dlib.
Next, we will prepare to use glui to compile the animation editor.
Should include at least the following functions: open an image, select an element in the image, edit 1d, 2d, 3D tracks, animation preview, and access an animation script in text mode.
2006-4-26: put several figures:
Preview interface: playback control, playback speed bar, and frame position.
The rect Editor interface scales and moves textures, draws new cropping boxes, edits existing cropping boxes, and deletes cropping boxes.
Loocus Editor interface: another frame location control, with blue as a block. Locus are divided into face, position, zoom, rotate, color, and Alpha.
The interface is still messy... after implementing all the basic functions, let's take a look at your comments and try again.