Search found 1704 matches

by Kjell
Fri May 17, 2019 7:46 am
Forum: General discussion
Topic: Cardboard VR
Replies: 17
Views: 394

Re: Cardboard VR

Hej Ville, It should work to update those properties in OnBeginRenderPass though. But I haven't followed the details of this thread so I guess there is a reason you are not doing that. He's using 2 render passes ( one for each eye ) but wants the mouse coordinates for the entire screen ... and since...
by Kjell
Wed May 15, 2019 6:02 pm
Forum: General discussion
Topic: Cardboard VR
Replies: 17
Views: 394

Re: Cardboard VR

Hi Ats, Ville informed me that the AspectRatio properties aren't meant to be updated in real-time / mid-frame, so it's better to not touch any of those values and to just modify the projection matrix instead ( might sound intimidating .. but it's super easy ). Here's a quick & dirty example. <?xml v...
by Kjell
Mon May 13, 2019 9:55 am
Forum: Bug reports
Topic: Function keys F10 & F12
Replies: 2
Views: 46

Re: Function keys F10 & F12

Hi Ats, F10 key (code 121) seems to do nothing F10 is a bit of a special case in Windows. It's possible to get it to work, but you need a bit of a workaround .. here's a snippet from MSDN ( for Ville ). If the F10 key is pressed, the DefWindowProc function sets an internal flag. When DefWindowProc r...
by Kjell
Wed May 08, 2019 10:28 am
Forum: General discussion
Topic: Cardboard VR
Replies: 17
Views: 394

Re: Cardboard VR

Hi guys, Quite unfortunate, this is a parser bug, ZGE should handle it better. I wouldn't call this a bug at all, it behaves the same as-in C & is by design, no? Indeed, but if you put it in a global "{" block it will work since addition of "Library initialization" feature Personally i wouldn't put ...
by Kjell
Tue May 07, 2019 7:04 pm
Forum: General discussion
Topic: Cardboard VR
Replies: 17
Views: 394

Re: Cardboard VR

Hi Ats, Seems like there's a bug when switching between certain ViewportRatio modes in standalone executables. The easiest way to go around this is to simply use a CustomViewportRatio for both VR and non-VR. Here's your example with a couple of small modifications .. <?xml version="1.0" encoding="is...
by Kjell
Thu Apr 25, 2019 11:32 am
Forum: General discussion
Topic: Cardboard VR
Replies: 17
Views: 394

Re: Cardboard VR

Hi Ats, Now I have a little problem: when I divide the screen into two parts, it shrinks the width of the screen per two. So the image looks slim on the X axis. How can I manage that? Does that have to do with the App.CustomViewportRatio? Correct, you need to use a custom viewport ratio set to the r...
by Kjell
Sun Apr 14, 2019 12:46 pm
Forum: General discussion
Topic: Cardboard VR
Replies: 17
Views: 394

Re: Cardboard VR

Hi Ats, Keep in mind that you ( generally ) want to correct for lens distortion when targeting VR. Without lens distortion correction, you'll end up with a so-called "pincushion" effect. https://smus.com/vr-lens-distortion/pincushion-distortion.png You can find a article discussing the most common t...
by Kjell
Mon Apr 08, 2019 4:41 pm
Forum: General discussion
Topic: How to have a flat 3d cube always face the camera.
Replies: 4
Views: 278

Re: How to have a flat 3d cube always face the camera.

Ehm,
VilleK wrote:
Mon Apr 08, 2019 7:26 am
Poor example Kjell, where are the nazi soldiers :D
Fine .. added a dead soldier to the example :roll:

K
by Kjell
Sat Apr 06, 2019 3:39 pm
Forum: General discussion
Topic: How to have a flat 3d cube always face the camera.
Replies: 4
Views: 278

Re: How to have a flat 3d cube always face the camera.

Hi jinxtengu, I'd like to make a game in the style of wolvenstein (just for a bit of fun) where the players weapon is visible in front of the camera, but I've been kinda struggling to get this to work. You don't need any "fancy" calculations for that .. simply switch the camera from your 3D perspect...
by Kjell
Fri Mar 22, 2019 12:46 pm
Forum: General discussion
Topic: Playing with threejs.org examples
Replies: 5
Views: 314

Re: Playing with threejs.org examples

Hi Ats, I tried to switch computer, reinstall ZGE from scracth, and tried several zgeprojects that were working perfectly before, such as FBO.zgproj or Convolution.zgeproj ... As i mentioned in my recent post in the Blur thread, those examples are outdated. Back in 2009 only GLSL version 110 and 120...
by Kjell
Thu Mar 21, 2019 8:04 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 76
Views: 18913

Re: OMEGANAUT

Hi Ats,

Just tried a official wired Xbox 360 controller on a laptop running Windows 10 ( 64-bit ) version 17763.379 that only has USB 3.0 ports and it works just fine in ZGameEditor.

K
by Kjell
Thu Mar 21, 2019 12:21 pm
Forum: General discussion
Topic: Playing with threejs.org examples
Replies: 5
Views: 314

Re: Playing with threejs.org examples

Hi Ats, Can you give me a hint about what's going on? Your vertex shader is incorrect. When you use Compatible as GLBase you should use the built-in "gl_Vertex" and "gl_MultiTexCoord0" attributes instead of the "position" and "uv" attributes used in the Three.js example* However, since you don't hav...
by Kjell
Wed Mar 13, 2019 2:45 pm
Forum: General discussion
Topic: Timer component strange reset behaviour
Replies: 2
Views: 258

Re: Timer component strange reset behaviour

Hi Ats, The trace shows that the TimerCube and TimerBlue stays the same, but they are only working once. Aren't they supposed to reset between states so they can continue to work as expected? No, AppState is basically a ModelState for the App component. Nothing gets reset automatically when switchin...
by Kjell
Fri Mar 08, 2019 11:55 am
Forum: ZGE Source Code
Topic: Blur component "refresh"
Replies: 38
Views: 20943

Re: Blur

Hi rrTea, I'm trying to use the Blur on a material with a material texture that has TextureScale.Y set to 5. But as soon as I activate the Blur shader, it renders the bitmap as if it used TextureScale.Y of 1. How can I fix it? Change the "gl_TexCoord[0] = gl_MultiTexCoord0;" line in the vertex shade...
by Kjell
Thu Mar 07, 2019 6:47 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 76
Views: 18913

Re: OMEGANAUT

Hi Ats, Now I have this weird bug on Android Nvidia Shield TV: the gamepad is acting like a mouse. Nothing have changed in my game regarding gamepad input. Do you mean the right analog stick of the Shield controller? Apparently when using the Shield controller with a application that doesn't target ...