Search found 149 matches
- Mon May 16, 2016 2:44 am
- Forum: Extensions
- Topic: OpenCV for ZGE
- Replies: 23
- Views: 52934
Re: OpenCV for ZGE
Thank you! Downloading now. cool demo video - btw.
- Mon May 02, 2016 5:00 pm
- Forum: Off-topic
- Topic: KJell,Ville,Rado - Vulkan API?
- Replies: 3
- Views: 16423
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...
- Mon May 02, 2016 3:08 pm
- Forum: Off-topic
- Topic: KJell,Ville,Rado - Vulkan API?
- Replies: 3
- Views: 16423
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...
- Mon Jan 25, 2016 3:25 pm
- Forum: ZGameEditor Visualizer
- Topic: VBO for AudioArray is Buggy in ZGEViz - help needed
- Replies: 9
- Views: 26855
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 ...
- Mon Jan 25, 2016 2:54 pm
- Forum: ZGameEditor Visualizer
- Topic: VBO for AudioArray is Buggy in ZGEViz - help needed
- Replies: 9
- Views: 26855
Re: VBO for AudioArray is Buggy in ZGEViz - help needed
That workedSimply 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.
![Smile :)](./images/smilies/icon_smile.gif)
- Mon Jan 25, 2016 1:34 pm
- Forum: ZGameEditor Visualizer
- Topic: VBO for AudioArray is Buggy in ZGEViz - help needed
- Replies: 9
- Views: 26855
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...
- Mon Jan 25, 2016 7:03 am
- Forum: ZGameEditor Visualizer
- Topic: VBO for AudioArray is Buggy in ZGEViz - help needed
- Replies: 9
- Views: 26855
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...
- Sun Jan 24, 2016 2:56 pm
- Forum: ZGameEditor Visualizer
- Topic: VBO for AudioArray is Buggy in ZGEViz - help needed
- Replies: 9
- Views: 26855
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...
- Mon Jul 27, 2015 9:53 pm
- Forum: Your projects
- Topic: BallZ
- Replies: 52
- Views: 108072
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...
- Mon Jul 27, 2015 8:13 am
- Forum: Your projects
- Topic: BallZ
- Replies: 52
- Views: 108072
Re: BallZ
GpuComputationExample.zgeproj - Does anyone know how to fix the normals?
- Mon Jun 08, 2015 2:09 pm
- Forum: Extensions
- Topic: 3D Physics with ZgeBullet
- Replies: 104
- Views: 278397
- Fri May 29, 2015 3:13 pm
- Forum: General discussion
- Topic: Stereographic Projection(tiny planet) Shader problem
- Replies: 6
- Views: 13927
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...
- Thu May 28, 2015 11:25 pm
- Forum: General discussion
- Topic: Stereographic Projection(tiny planet) Shader problem
- Replies: 6
- Views: 13927
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 ...
- Mon May 25, 2015 8:32 pm
- Forum: General discussion
- Topic: Stereographic Projection(tiny planet) Shader problem
- Replies: 6
- Views: 13927
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 ...
- Mon May 25, 2015 11:50 am
- Forum: General discussion
- Topic: Stereographic Projection(tiny planet) Shader problem
- Replies: 6
- Views: 13927
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...