Search found 1734 matches
- Fri Mar 01, 2019 1:03 pm
- Forum: Your projects
- Topic: OMEGANAUT
- Replies: 77
- Views: 57565
Re: OMEGANAUT
Hi Ats, I didn't use Sunvox for the SFX because I didn't find a clever way to make it work for that task. Ehm .. it's super easy, you can simply trigger notes using the sv_send_event function. Attached is a example ( use left-mouse-button to trigger sound ). Do keep in mind that SunVox is ( generall...
- Sat Feb 16, 2019 1:19 am
- Forum: Extensions
- Topic: SunVox for ZGE
- Replies: 50
- Views: 52802
Re: SunVox for ZGE
Hi Ats, Where did you find that 0x0100 is the for the volume? In SunVox source code? From the original header ( sunvox.h ) included with the SunVox library. /* sv_send_event() - send some event (note ON, note OFF, controller change, etc.) Parameters: slot; track_num - track number within the pattern...
- Fri Feb 15, 2019 9:54 pm
- Forum: Extensions
- Topic: SunVox for ZGE
- Replies: 50
- Views: 52802
Re: SunVox for ZGE
Hi Ats,
K
You can use the sv_send_event function. Attached is a simple example ( use the left-mouse-button to toggle the "melody" on and off ).
K
- Mon Feb 11, 2019 7:46 pm
- Forum: Extensions
- Topic: 3D Physics with ZgeBullet
- Replies: 70
- Views: 67141
Re: 3D Physics with ZgeBullet
Hi Ats, Probably a honest mistake .. but if you're going to define bit-mask constants for your collision groups, make sure you only use values that set a single bit ( unless you want to have constants that contain multiple groups ). So you probably want CO_VISOR to be 0x10 instead of 0x16. HEX DEC B...
- Sat Feb 09, 2019 11:53 am
- Forum: General discussion
- Topic: Depth Map
- Replies: 6
- Views: 6455
Re: Depth Map
Ah,
In that case i'd simply use gDEBugger to grab the depth and back / front buffer

Depthy did a pretty shoddy job with the Pac-Man example though ..

K
In that case i'd simply use gDEBugger to grab the depth and back / front buffer


Depthy did a pretty shoddy job with the Pac-Man example though ..

K
- Sat Feb 09, 2019 12:28 am
- Forum: General discussion
- Topic: Depth Map
- Replies: 6
- Views: 6455
Re: Depth Map
Hi Ats, Maybe a simple GLFog can do the trick? It's possible using GL_FOG, but that fog is calculated per-vertex instead of per-fragment. So if you'd have a large floor ( like in your screenshot ) that consists of only 4 vertices, it won't work properly .. you'd need to tessellate the floor to get a...
- Sun Jan 27, 2019 9:38 pm
- Forum: General discussion
- Topic: Doom style 3d reduced to 2 directions
- Replies: 12
- Views: 9932
Re: Doom style 3d reduced to 2 directions
Hi jinxtengu, Thanks for the clear explanation & Decap Attack reference, makes it much easier to give you useful suggestions :wink: In fact, you probably don't need any of the ( slightly ) complicated math used in the Pac-Man example. Setting the bone rotation direction once on spawn is probably eno...
- Sat Jan 26, 2019 5:01 pm
- Forum: General discussion
- Topic: Doom style 3d reduced to 2 directions
- Replies: 12
- Views: 9932
Re: Doom style 3d reduced to 2 directions
Hi jinxtengu, Do you know a code that could be used to set a value to 1, if an object is moving to the left (as seen in the players field of vision) and sets the same value to a 2 if the object is moving to the right (again in the players field of vision)? This seems like a rather strange thing to d...
- Fri Jan 25, 2019 12:46 pm
- Forum: General discussion
- Topic: byte VS int in ZGE
- Replies: 3
- Views: 5070
Re: byte VS int in ZGE
Hi Ats, I'm using a lot of const/var byte and I just read somewhere that int performs slightly better because it is already aligned for native CPU instructions. Completely depends on the circumstances & instructions involved, but in general you shouldn't be able to notice any difference. And byte sh...
- Fri Jan 18, 2019 10:48 am
- Forum: Bug reports
- Topic: OMEGANAUT on Android ZGE bug hunt (split from main topic)
- Replies: 24
- Views: 15655
Re: OMEGANAUT
Hej Ville, Ok then maybe it is TZApplication.Init method that is called too early on the problematic phone so that the initial value (via TGLDriverBase.InitGL) of GL_DEPTH_TEST is not properly set? Hmm .. hadn't thought of that. Seems kind of weird that only "TEST 1" and "TEST 2" as reported by Ats ...
- Fri Jan 18, 2019 9:55 am
- Forum: Bug reports
- Topic: OMEGANAUT on Android ZGE bug hunt (split from main topic)
- Replies: 24
- Views: 15655
Re: OMEGANAUT
Hej Ville,
But that's exactly what the test-project is doing .. reading out GL_CULL_FACE and GL_DEPTH_TEST using glGetIntegerv and toggling between TRUE and FALSE using glDisable and glEnable ( after the "PLEASE WAIT" period ), and all those things work just fine.
K
But that's exactly what the test-project is doing .. reading out GL_CULL_FACE and GL_DEPTH_TEST using glGetIntegerv and toggling between TRUE and FALSE using glDisable and glEnable ( after the "PLEASE WAIT" period ), and all those things work just fine.
K
- Thu Jan 17, 2019 6:32 pm
- Forum: Bug reports
- Topic: OMEGANAUT on Android ZGE bug hunt (split from main topic)
- Replies: 24
- Views: 15655
Re: OMEGANAUT
Hi Ats, So I had to double check because the result is weird: On the Xperia X (and on the Nexus 5 I'm testing right now) the donut is inside out with both parameters being FALSE during please wait, even though I removed the BitmapCombine component in DonutBitmap. Aha, so it's not caused by BitmapCom...
- Wed Jan 16, 2019 12:37 pm
- Forum: Bug reports
- Topic: OMEGANAUT on Android ZGE bug hunt (split from main topic)
- Replies: 24
- Views: 15655
Re: OMEGANAUT
Hi Ats, Can that come from the compilation parameters of the libzgeandroid.so? Or is it a bug in the source code? Since it appears it's being caused by the BitmapCombine component that would mean it's probably a bug in the ZGameEditor source code. You could double-check this by deleting the BitmapCo...
- Tue Jan 15, 2019 4:26 pm
- Forum: Bug reports
- Topic: OMEGANAUT on Android ZGE bug hunt (split from main topic)
- Replies: 24
- Views: 15655
Re: OMEGANAUT
Hi Ats, I had to add Pixel.A=1 to your BitmapExpression otherwise it appears white on API28 Ah sorry, forgot about that :oops: I noticed a interesting difference .. seems like on Nexus 5 both CULL and DEPTH start as false ( which is incorrect ) while on Galaxy S6 they start as true. On both phones t...
- Tue Jan 15, 2019 2:31 pm
- Forum: Bug reports
- Topic: OMEGANAUT on Android ZGE bug hunt (split from main topic)
- Replies: 24
- Views: 15655
Re: OMEGANAUT
Hi Ats, I've updated the project code snippet ( see my previous post ) with a spinning donut in the background that uses a texture generated using BitmapCombine. Also, for the first 3 seconds the OpenGL cull_face and depth_test states aren't written, so it should use whatever state they are in after...