You can always consider internally using Vector3, and still allowing the user to pass regular numbers instead. You should just test things out and see what ends up being most performant. It might not work well everywhere but the ones that can make use of it could probably get a pretty good performance boost out of it.
I’ll discuss it with Saw. Thanks for the helpful information!
Thanks, @PysephDEV. The idea was originally yours!
Version 1.3b is out!
This update contains an internal rewrite of the library, allowing more modularity. Also switch to using the brand new buffer
as a pixel storage, yielding MUCH better performance (200%)!
Check it all out at the github releases page.
Changelog:
- Rewrite library internals for more modularity
- Add
config
file - Add
buffer
as the new default pixel storage - Massive performance boost! (200% on normal rendering!)
- More extended API
- More functions for handling colors in the
color
module!- Add
newRGB
- to be used whena
component isn’t needed, provides a small performance boost. - Add
setR
,setG
,setB
, andsetA
- Add
tint
- Add
- Window
- Add
Tint
toDrawableObject
- Add
TintRegion
toDrawableObject
- Add
FloodFill
toDrawableObject
- Add
- More functions for handling colors in the
- Updated documentation
- Updated
image-converter
file to allow drag and drop into it - used for OSGL images. - Support MacOs for the
image-converter
(both Intel-based and Apple Silicon based)!
Minor Update, V1.31b
This minor update includes 2 bug fixes that didn’t let rectangles render properly. The issue can be found on the github here.
More updates & enhancements coming soon
Is anyone getting an issue for when you use the module and getting the error:
"Unable to create an Instance of type “EditableImage”
Just a few things to note:
- I’m testing this in-studio.
- I’m using an example script which was shown to work.
- EditableImage and EditableMesh are both enabled in beta features.
You have to create EditableImages a different way now. (The library hasn’t been updated)
local AssetService = game:GetService("AssetService")
local myEditableImage = AssetService:CreateEditableImage({ Size = Vector2.new(32, 32) })
Thanks! I appreciate the help a lot!
more specially this snippet from osgl-graphics/src/DrawableObject/window.luau
needs to be updatd
i’ll make a pull request
Hi, I’ve reviewed and merged your changes! Thanks for making the pull request!
Hi!
This library is amazing to use! I’d love to use it, however, I am currently using TypeScript for that and it’s pretty difficult for me to create a type definition (that types your entire library) due to the fact that your library contains nested modules with a lot of references.
Are you talking about RobloxTS? If you want official support, I can do that. Just want to make sure!
Absolutely!!! That’d be awesome, you’d enable more developers that uses RobloxTS to use OSGL.
I’ve been having this issue aswell. The FFlag for GetContent might not be available yet.
Minor Update, V1.33
General bug fixes. OSGL now works with Content
and can be used in live games if you meet Roblox’s criteria!
You can see more about this release on the github, here.
@Mentalizm
@Kealomon
The issue has been solved with this latest update. Sorry for the delay!
Major Update, V1.4
Rewrote the entire library. Major performance boosts (over 50FPS!), more functions, and better documentation.
- Ability to make a single window render to multiple images
- Ability to do more with textures and vice versa
- And much, much, more!
You can see more about this release on the github, here.
Happy programming!
OSGL-TS Release
OSGL now has official support for Roblox-TS! You can find the official github repository here, and the NPM package here.
Happy deving >:) ~ OSGL contributors
( @Mubinets, It’s finally here! )
Just woke up and my guy… THANK YOU! (grateful for that support!)
This man is probably gonna cure cancer or something istg he keeps revolutionizing roblox