Search found 238 matches

by Ats
Mon Jun 17, 2019 12:51 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 1
Views: 20

Google Play New problem : 64bits

Hi everyone, I just received a new email from Google Play asking my apk to have a 64bits version by August. Or else... - Or else? - Exactly Details here: https://android-developers.googleblog.com/2019/01/get-your-apps-ready-for-64-bit.html In order to compile a 64bits apk from ZGE, do I have somethi...
by Ats
Thu May 16, 2019 5:24 pm
Forum: General discussion
Topic: Cardboard VR
Replies: 17
Views: 721

Re: Cardboard VR

Awesome Kjell!
With that projection Matrix, everything's work, and I don't even have to initialize the screen on Android with an empty AppState :wink:
by Ats
Tue May 14, 2019 9:46 am
Forum: Bug reports
Topic: Function keys F10 & F12
Replies: 2
Views: 125

Re: Function keys F10 & F12

Thanks for the explanations Kjell, that's good to know, and should be written down in the ZGE wiki :D
I'm going to move my debug keys from the function keys to the number keys then.
by Ats
Tue May 14, 2019 9:43 am
Forum: General discussion
Topic: Cardboard VR
Replies: 17
Views: 721

Re: Cardboard VR

Hahaha :lol: I have another problem regarding the mouse position when the App.CustomViewportRatio is changed... What I'm trying to do is to get the X mouse coordinates from -1 to 1 on the left screen, and same on the right screen using: float MouseX = (VR ? (App.MousePosition.X * 2 + (App.MousePosit...
by Ats
Mon May 13, 2019 9:01 am
Forum: Bug reports
Topic: Function keys F10 & F12
Replies: 2
Views: 125

Function keys F10 & F12

I'm using the function keys F1 to F12 in order to debug Omeganaut, but I've stumble on two problems with that: F10 key (code 121) seems to do nothing F12 key (code 123) is equal to a left mouse click Is that something related to CharCode or ZGE is using those numbers for internal things? There no in...
by Ats
Fri May 10, 2019 9:01 am
Forum: General discussion
Topic: Cardboard VR
Replies: 17
Views: 721

Re: Cardboard VR

both ScreenWidth and ScreenHeight are integers, so the result is a integer as well ( you want a floating point value ). Thanks :D (I should've thought about that...) And for the switchVR(0), I keep switching from one language to another this days... Now everything regarding VR is working in Omegana...
by Ats
Tue May 07, 2019 6:09 pm
Forum: General discussion
Topic: Cardboard VR
Replies: 17
Views: 721

Re: Cardboard VR

Hi Kjell, I had some free time today to go back to VR and I'm having trouble with your example when I try to switch from one to two cameras. Here's the modified example to show the problem. This is working perfectly in the preview mode, but not with build and run... Just press space several times, y...
by Ats
Thu May 02, 2019 9:53 am
Forum: Your projects
Topic: OMEGANAUT
Replies: 76
Views: 19832

Re: OMEGANAUT

With all those animated screenshots and covers I made for the game, I finally decided to create an itch.io webpage :D
https://txori.itch.io/omeganaut
by Ats
Thu Apr 25, 2019 11:50 am
Forum: Your projects
Topic: OMEGANAUT
Replies: 76
Views: 19832

Re: OMEGANAUT

http://i64.tinypic.com/20pcvfk.png New release for Omeganaut today with Virtual Reality!!! Put on your favorite VR device and blasts off your enemies in glorious 3D! Also, the gamepad is back on Android. It was a problem coming from Zge.java that was replaced by a crappy one back in February. There...
by Ats
Wed Apr 24, 2019 7:25 pm
Forum: General discussion
Topic: Cardboard VR
Replies: 17
Views: 721

Re: Cardboard VR

I managed to make it work in Omeganaut :P On Android, I'm displaying a first AppState without touching a thing, in my case, the disclaimer. This initiates the Android viewport. Then I can simply call: screenW = App.screenWidth; screenH = App.screenHeight; instead of glGetIntegerv(0x0BA2, Viewport); ...
by Ats
Wed Apr 24, 2019 9:28 am
Forum: General discussion
Topic: Cardboard VR
Replies: 17
Views: 721

Re: Cardboard VR

Hi Ville :) Kjell managed to help me by calling that on onUpdate: glGetIntegerv(0x0BA2, Viewport); screenW = Viewport[2]; screenH = Viewport[3]; Here's my current Cardboard VR test: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="Cardboard VR" ClearScreenMode="1" Rende...
by Ats
Mon Apr 15, 2019 12:44 pm
Forum: Bug reports
Topic: Should compile?
Replies: 2
Views: 222

Re: Should compile?

That's interesting. I would expect only X and Y in your example since it's a vec2... But almost all the letters are working, the commented ones are not: //trace ("A " + intToStr(Variable1.A) ); //trace ("B " + intToStr(Variable1.B) ); trace ("C " + intToStr(Variable1.C) ); trace ("D " + intToStr(Var...
by Ats
Mon Apr 15, 2019 10:16 am
Forum: General discussion
Topic: Cardboard VR
Replies: 17
Views: 721

Re: Cardboard VR

I read the article and I think I'll try to go with the second method (mesh based solution), since I'm doing that for Omeganaut, which has low poly. Direct vertex displacement seems to need a lot of vertex, and since I'm doing that for the low poly Omeganaut... But before starting with that, I'd like...
by Ats
Sun Apr 14, 2019 10:37 am
Forum: General discussion
Topic: Cardboard VR
Replies: 17
Views: 721

Cardboard VR

Hi, I'm back to ZGE and this time I'm trying to make something out of the Google cardboard VR that takes dust on my shelter... So I made a quick example, using an old example to set viewport, and the red globule from about.zge <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Cap...
by Ats
Fri Mar 22, 2019 10:15 am
Forum: General discussion
Topic: Playing with threejs.org examples
Replies: 5
Views: 426

Re: Playing with threejs.org examples

So now I'm porting more complicated stuff. And in three.js they use #include <common> in the fragment shader. I managed to make that work by copy/pasting all the "common" into ZGE fragment shader: https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/common.glsl.js But that's...