Search found 613 matches
- Thu Apr 18, 2024 3:48 pm
- Forum: General discussion
- Topic: How to retrieve screen resolution inside a shader?
- Replies: 3
- Views: 36
Re: How to retrieve screen resolution inside a shader?
That's the conclusion I went through while writing my question, in the end :lol: I'm writing a diffuse + dithering shader (I think I do), with a pixel density that stays the same regardless of the game resolution: #ifdef GL_ES precision mediump float; #endif varying vec3 N; varying vec3 v; varying v...
- Thu Apr 18, 2024 2:56 pm
- Forum: General discussion
- Topic: How to retrieve screen resolution inside a shader?
- Replies: 3
- Views: 36
How to retrieve screen resolution inside a shader?
Hello, I'm back at figuring out shaders... :lol: I'm trying to retrieve the screen resolution inside a shader, and right now, I found no other way but to create in a ZExpression ScreenSize : Array <mat4> Then store the information inside it: ScreenSize[0][0,0] = App.ScreenWidth; ScreenSize[0][0,1] =...
- Wed Apr 17, 2024 8:08 pm
- Forum: Feature requests
- Topic: Change clipfar of mesh preview
- Replies: 2
- Views: 47
Re: Change clipfar of mesh preview
If that doesn't break everything, in case of showing a huge mesh, that would be neat :) And if the mouse wheel zoom factor could be adjusted to the BoundSphere.Radius, so we don't need to roll it a thousand times on big objects, or lose sight of micro objects with just one touch of the mouse wheel, ...
- Wed Apr 17, 2024 8:43 am
- Forum: Feature requests
- Topic: Change clipfar of mesh preview
- Replies: 2
- Views: 47
Change clipfar of mesh preview
Hello everyone :D I've started to import big meshes in my game, and the camera's ClipFar of the mesh preview is so small that I have difficulties knowing if my mesh is correctly positioned. I made a little video to show the problem: https://gemoo.com/tools/upload-video/share/639139776236027904?codeI...
- Wed Feb 21, 2024 5:08 pm
- Forum: Your projects
- Topic: New game: The Eternal Return
- Replies: 3
- Views: 183
Re: New game: The Eternal Return
This is a very weird but enjoyable game
- Mon Nov 20, 2023 5:42 pm
- Forum: General discussion
- Topic: How to use the program including DLL on Android?
- Replies: 2
- Views: 27916
Re: How to use the program including DLL on Android?
You will need to edit the ZExternalLibrary BeforeInitExp in your project to handle your libraries without the need to have one project per machine. For example: if(ANDROID) { this.ModuleName = "./libZgeBullet.so"; } else if(LINUX) { this.ModuleName = "./ZgeBullet.so"; } else { th...
- Mon Nov 13, 2023 11:20 am
- Forum: General discussion
- Topic: unsigned apk
- Replies: 4
- Views: 23002
Re: unsigned apk
Generate the android apk. This will generate the folder (example: com.txori.omeganaut ) Inside that folder, edit ant.properties (example: com.txori.omeganaut/ant.properties ) Never delete that folder. Then generate android apk again. ant.properties shouldn't be deleted. I have verified again, it wor...
- Fri Nov 10, 2023 3:51 pm
- Forum: General discussion
- Topic: unsigned apk
- Replies: 4
- Views: 23002
Re: unsigned apk
Hi farhad, You need to generate the android.keystore file: https://stackoverflow.com/questions/3997748/how-can-i-create-a-keystore And put it somewhere (ex: C:/keystore/android.keystore) Now, in your ZGE project android folder that was generated when you export to Android, you need to create, (or ed...
- Fri Oct 06, 2023 7:33 am
- Forum: General discussion
- Topic: ZGEBullet Collision Shape Viewer / Editor
- Replies: 14
- Views: 93508
Re: ZGEBullet Collision Shape Viewer / Editor
Maybe zbtCreateTriangleMeshShape is overkill for a floating rock. As the most common shape is a deformed (or not) pyramid, that the basic ConeShape can't cover: Screenshot 2023-10-06 092154.png Here's zbtCreateConvexHullShape sourcecode: /* @fn xptr zbtCreateConvexHullShape( xptr points, int numPoin...
- Thu Oct 05, 2023 8:53 am
- Forum: General discussion
- Topic: ZGEBullet Collision Shape Viewer / Editor
- Replies: 14
- Views: 93508
Re: ZGEBullet Collision Shape Viewer / Editor
No support for zbtCreateConvexHullShape and zbtCreateTriangleMeshShape ( yet ) though? All right, I think that I'm going to try doing those, because I can't easily use basic collision shapes for models like that: Screenshot 2023-10-05 104615.png Here's ZGEBullet source for triangleMeshShape: EXPORT...
- Mon Sep 11, 2023 8:23 pm
- Forum: General discussion
- Topic: CollisionBounds fourth value?
- Replies: 3
- Views: 21866
Re: CollisionBounds fourth value?
Hahaha, nice little hack Kjell
- Mon Sep 11, 2023 7:53 pm
- Forum: General discussion
- Topic: CollisionBounds fourth value?
- Replies: 3
- Views: 21866
Re: CollisionBounds fourth value?
Never mind, I got it like a color: Model.CollisionBounds.A
But now I'm wondering what it has to do with bounds
Edit:
and Model.CollisionBounds.W
Maybe it should be mentioned in the Help
But now I'm wondering what it has to do with bounds
Edit:
and Model.CollisionBounds.W
Maybe it should be mentioned in the Help
- Mon Sep 11, 2023 7:47 pm
- Forum: General discussion
- Topic: CollisionBounds fourth value?
- Replies: 3
- Views: 21866
CollisionBounds fourth value?
Hello. There is a fourth value that can be set for CollisionBounds, besides X,Y and Z. collisionbounds.png There is no word about it in the Help: The size of this model when it is tested for collision. This value is interpreted differently depending on the value of the CollisionStyle property: • Col...
- Sat Sep 09, 2023 11:06 am
- Forum: General discussion
- Topic: Tracing Floats
- Replies: 2
- Views: 19063
Re: Tracing Floats
Oh, all right. Thanks for the explanations, Kjell
- Sat Sep 09, 2023 6:06 am
- Forum: General discussion
- Topic: Tracing Floats
- Replies: 2
- Views: 19063
Tracing Floats
Hello. I made a little function a while ago to simply trace floats. But I just discovered it crashes if the number I want to display is lower than 1. void traceFloat(float n, byte d) { string integer = intToStr(n); string dust = subStr(intToStr(n * pow(10, d)), length(integer), d); trace(integer + &...