Search found 149 matches

by StevenM
Mon May 16, 2016 2:44 am
Forum: Extensions
Topic: OpenCV for ZGE
Replies: 23
Views: 7420

Re: OpenCV for ZGE

Thank you! Downloading now. cool demo video - btw.
by StevenM
Mon May 02, 2016 5:00 pm
Forum: Off-topic
Topic: KJell,Ville,Rado - Vulkan API?
Replies: 3
Views: 1884

Re: KJell,Ville,Rado - Vulkan API?

Super excited about Vulkan, I am too, Mantle never really took off and my computers are both AMD's. So Hoping to see some AAA games supporting Vulkan in the future. I'm glad to see Vulkan has some momentum - seems like a good move by AMD. My hope was that getting it into ZGE would be worth the effo...
by StevenM
Mon May 02, 2016 3:08 pm
Forum: Off-topic
Topic: KJell,Ville,Rado - Vulkan API?
Replies: 3
Views: 1884

KJell,Ville,Rado - Vulkan API?

I know Vulkan is really new, but support for Vulkan is moving fast, and it looks like it will replace OpenGL. With all the hype going on about VulKan - just curious about your thoughts, and whether or not it will be worth the effort to use Vulkan in the ZGameeditor. This general overview of VulKan o...
by StevenM
Mon Jan 25, 2016 3:25 pm
Forum: ZGameEditor Visualizer
Topic: VBO for AudioArray is Buggy in ZGEViz - help needed
Replies: 9
Views: 2385

Re: VBO for AudioArray is Buggy in ZGEViz - help needed

Hi StevenM, What I don't like about using the AudioArray as a uniform it that it's interlaced. Ehm .. that's not what i meant with "using the array directly". I was referring to doing this .. glVertexAttribPointer(0, 2, GL_FLOAT, 0, 0, myArray); // Use the array directly instead of using ...
by StevenM
Mon Jan 25, 2016 2:54 pm
Forum: ZGameEditor Visualizer
Topic: VBO for AudioArray is Buggy in ZGEViz - help needed
Replies: 9
Views: 2385

Re: VBO for AudioArray is Buggy in ZGEViz - help needed

Simply do the same initialization in OnGLContextChange as you do in OnLoaded (i.e. create your buffer). Put your init-code in a ZLibrary function and then you can just call it from both places.


That worked :) thanks.
by StevenM
Mon Jan 25, 2016 1:34 pm
Forum: ZGameEditor Visualizer
Topic: VBO for AudioArray is Buggy in ZGEViz - help needed
Replies: 9
Views: 2385

Re: VBO for AudioArray is Buggy in ZGEViz - help needed

There's nothing wrong with updating all data of a VBO each frame, but there's not much benefit over simply using the array directly. In fact, in that case you don't have to worry about OnGLContextChange since you don't have a OpenGL object either. What I don't like about using the AudioArray as a u...
by StevenM
Mon Jan 25, 2016 7:03 am
Forum: ZGameEditor Visualizer
Topic: VBO for AudioArray is Buggy in ZGEViz - help needed
Replies: 9
Views: 2385

Re: VBO for AudioArray is Buggy in ZGEViz - help needed

You don't have a OnGLContextChange function. If you're going to use OpenGL objects in FL Studio, you need to deal with reconstructing OpenGL objects yourself. I don't understand that -never knew about this. I seen that you do use this in the polar script, I'll take a closer look at that. It looks c...
by StevenM
Sun Jan 24, 2016 2:56 pm
Forum: ZGameEditor Visualizer
Topic: VBO for AudioArray is Buggy in ZGEViz - help needed
Replies: 9
Views: 2385

VBO for AudioArray is Buggy in ZGEViz - help needed

Im' new to working with the vbo, so I must be missing something - the code is only few lines. It simply is a dynamic array that is binded to the FLStudio builtin AudioArray - it is a gpu versiom of this : glLineWidth(1f); glBegin(3); for (int i = 0; i < AudioArray.SizeDim1-2; i+=2){ glColor3f(0f,255...
by StevenM
Mon Jul 27, 2015 9:53 pm
Forum: Your projects
Topic: BallZ
Replies: 52
Views: 21134

Re: BallZ

"That example doesn't use any light calculations in its shader, so there's no use for normals. But if there were, in this specific case you can derive the normal from the sine wave .. but otherwise / alternatively you can calculate ( or sample ) the height for the adjacent cells over the X and...
by StevenM
Mon Jul 27, 2015 8:13 am
Forum: Your projects
Topic: BallZ
Replies: 52
Views: 21134

Re: BallZ

GpuComputationExample.zgeproj - Does anyone know how to fix the normals?
by StevenM
Mon Jun 08, 2015 2:09 pm
Forum: Extensions
Topic: 3D Physics with ZgeBullet
Replies: 62
Views: 27154

I just updated ZgeBullet library to version 2.0


Awesome!
by StevenM
Fri May 29, 2015 3:13 pm
Forum: General discussion
Topic: Stereographic Projection(tiny planet) Shader problem
Replies: 6
Views: 3128

Ok, this is good for now, thanks again. The speed is fine for me capped at 60 fps, even with the inefficient code. The shadertoy code is easy to get working in ZGE, but I would like to learn beyond shadertoy examples though. Shadertoy is a great resource for anyone, like myself, that does not progra...
by StevenM
Thu May 28, 2015 11:25 pm
Forum: General discussion
Topic: Stereographic Projection(tiny planet) Shader problem
Replies: 6
Views: 3128

I see the problem

Not exactly sure what type of effect you're after though. same as this video below, time the effect starts is cued(you might need to refresh the page to set time): https://www.youtube.com/watch?v=aPx4KPeF7xg#t=597 -------------------------------------------------------------------------- I suspect ...
by StevenM
Mon May 25, 2015 8:32 pm
Forum: General discussion
Topic: Stereographic Projection(tiny planet) Shader problem
Replies: 6
Views: 3128

Before i help you .. do you really need / want to do everything in a fragment shader? In this case, it might be necessary(I don't know)- it's a clear effect for the visualizer? Otherwise, I don't mind a vertex alternative. The rotation, I'm sure there is a better way, this was the easiest solution ...
by StevenM
Mon May 25, 2015 11:50 am
Forum: General discussion
Topic: Stereographic Projection(tiny planet) Shader problem
Replies: 6
Views: 3128

Stereographic Projection(tiny planet) Shader problem

I have no idea how to get rid of this render artifact. The example I seen used gl_Position = orthoProjectionMatrix*vertex but not knowing how to do that, I just used the canvas. Don't know if that makes a difference. This project doesn't run outside of FL STudio - but here is the glsl . If anyone ca...

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