Search found 1894 matches
- Tue May 21, 2024 5:22 pm
- Forum: General discussion
- Topic: Confusion with screen coordinates
- Replies: 1
- Views: 25
Re: Confusion with screen coordinates
Hi Tomi, When I moved a 2d bitmap (so, I changed the Position.X and Y of this model) in my first test program with the default settings, the left and right edge of the screen can be found at -5 and 5 values, while top and bottom are at -3 and 3. By default ZGameEditor uses a camera with a perspectiv...
- Tue May 21, 2024 2:18 pm
- Forum: General discussion
- Topic: Menu with character's name
- Replies: 5
- Views: 110
- Mon May 20, 2024 12:25 pm
- Forum: General discussion
- Topic: Menu with character's name
- Replies: 5
- Views: 110
Re: Menu with character's name
Hi guys, Here's a quick loop + key code scanning to type with the keyboard @Ats: You can do this exact thing a little bit easier actually, like this: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGameEditor application" FileVe...
- Sun May 05, 2024 2:46 pm
- Forum: Your projects
- Topic: SFXR
- Replies: 20
- Views: 17764
Re: SFXR
Hi Ats, I'm just wondering: I'm attaching the Sample to Sound_SFXR before playing them. So far, there haven't been any issues playing multiple sounds simultaneously. So, should I continue using a single Sound object for all Samples, or should I consider creating multiple Sound objects, one for each ...
- Fri May 03, 2024 7:17 pm
- Forum: Your projects
- Topic: SFXR
- Replies: 20
- Views: 17764
Re: SFXR
Hi Ats, Apart FilterCutoff and FilterQ, are there other ZGE filters that can be applied in real time to those generated sounds? Like BaseNoteNr or Osc1Waveform? Are those filters instantaneous when playing the sound? I'm a noob when it comes to synth :lol: If your Sound component uses a Sample it ov...
- Thu May 02, 2024 6:45 pm
- Forum: General discussion
- Topic: Edition of the Sound component
- Replies: 5
- Views: 7302
- Thu May 02, 2024 1:24 pm
- Forum: Your projects
- Topic: SFXR
- Replies: 20
- Views: 17764
Re: SFXR
Hi Ats, Nope, this is still crashing. But buffer.SizeDim1 = S + 4; works fine :lol: Ah .. in that case it's probably a rounding-error caused by the SampleExpression. Try the following: - Add a MySampleIndex ( type = int ) variable - Change the SampleExpression to "this.Sample = buffer[MySampleI...
- Thu May 02, 2024 10:47 am
- Forum: Your projects
- Topic: SFXR
- Replies: 20
- Views: 17764
Re: SFXR
Hi Ats,
The only "crashes" / errors i'm seeing on my end are "array access out of range" errors. You need to make sure your buffer array is large enough to fit the sound you're generating. But perhaps you're getting different errors?
K
The only "crashes" / errors i'm seeing on my end are "array access out of range" errors. You need to make sure your buffer array is large enough to fit the sound you're generating. But perhaps you're getting different errors?
K
- Wed May 01, 2024 5:27 pm
- Forum: Your projects
- Topic: SFXR
- Replies: 20
- Views: 17764
Re: SFXR
Hi Ats, Weirdly enough, KeyPress:KeyPress isn't an issue. You can't use KeyPress as variable type in the scripting language .. while you can use File / Sample / Sound. But now I'm wondering if sfxr could be wrapped to work as an external library (dll and so), just like ZGEBullet, so that we could sy...
- Tue Apr 30, 2024 9:00 am
- Forum: Feature requests
- Topic: Triple mouse-click to select entire line of text
- Replies: 5
- Views: 265
Re: Triple mouse-click to select entire line of text
Hi guys,
It might be easier to see how TSynEdit-2 has implemented triple-click and only add that .. instead of swapping to the entire fork.
K
It might be easier to see how TSynEdit-2 has implemented triple-click and only add that .. instead of swapping to the entire fork.
K
- Mon Apr 29, 2024 9:30 pm
- Forum: Feature requests
- Topic: Triple mouse-click to select entire line of text
- Replies: 5
- Views: 265
Re: Triple mouse-click to select entire line of text
Hi Ats, Is it possible to add a triple-click to select an entire paragraph? The regular TSynEdit control doesn't support this ( which is what ZGameEditor uses ) .. but apparently it was added to TSynEdit-2 in 2020. Article: https://blogs.embarcadero.com/syntax-highlighting-editors-in-delphi-cbuilder...
- Wed Apr 24, 2024 11:14 am
- Forum: General discussion
- Topic: Glow shader ES2/GL3
- Replies: 1
- Views: 901
Re: Glow shader ES2/GL3
Hi Ats, It doesn't glow outside the mesh. Is that a restriction due to me not using a texture, or is there something else that I don't understand in the logic? It doesn't have anything to do with whether you're using vertex-colors or a texture or not. A fragment shader will only process the pixels t...
- Sat Apr 20, 2024 7:00 am
- Forum: Bug reports
- Topic: Flickering issues in release mode
- Replies: 12
- Views: 1415
Re: Flickering issues in release mode
Hi Ats, I always wondered why the planets with rings had severe z-order problems (but not on NVIDIA video cards). It's not really NVIDIA related / exclusive. When ZGE ( or a standalone made with ZGE ) boots it requests a pixel format for the OpenGL context from the OS. This is only a request though,...
- Fri Apr 19, 2024 4:38 pm
- Forum: Bug reports
- Topic: Flickering issues in release mode
- Replies: 12
- Views: 1415
Re: Flickering issues in release mode
Hi Ats, I'm not sure if a 16-bit buffer is outdated, but if it dates back to 2001, there probably aren't many devices still working to use it. Perhaps an option to choose between 16 and 24 would be helpful? Same as legacy and ES2/GL3. I don't know. It's outdated yes. The RIVA TNT from 1998 already s...
- Fri Apr 19, 2024 2:41 pm
- Forum: Bug reports
- Topic: Flickering issues in release mode
- Replies: 12
- Views: 1415
Re: Flickering issues in release mode
... @Kjell do you have an idea? Maybe the preview is using a depth buffer that is configured differently. I had no idea ZGE was (still) requesting a 16-bit depth buffer :shock: Anyway, the editor gets a 24-bit depth buffer for some reason, while standalones do get a 16-bit depth buffer ( on some sys...