Search found 2277 matches

by VilleK
Sat Jul 05, 2008 9:12 am
Forum: ZGE Source Code
Topic: Ratio
Replies: 16
Views: 40005

Good point, I don't think we have thought about that. The mouseposition range of -1 to 1 should cover the whole viewport area. I will test and fix this.
by VilleK
Thu Jul 03, 2008 1:05 pm
Forum: General discussion
Topic: Bug in RefreshComponent
Replies: 4
Views: 5237

It is probably a bit of work to make that change in ZGE. Also it may be a wrong design desicision, the "Producers" of a mesh should generate a new mesh not modify an old one. So perhaps a separate modifymesh component, or a modify-list is better. Or wait for OpenGL to officially support ge...
by VilleK
Wed Jul 02, 2008 6:58 am
Forum: Tips'n'Tricks
Topic: Meta-balls from Implicit Sphears,. sorta' cool.
Replies: 21
Views: 49369

Haha, I didn't think that the implicit was fast enough for real time but this actually looks pretty good! I'm no expert on shaders but from what I understand is that when people use shaders for numerical calculations (sounds etc) they write fragment-shader and render to a texture. This texture is th...
by VilleK
Wed Jul 02, 2008 6:44 am
Forum: General discussion
Topic: Bug in RefreshComponent
Replies: 4
Views: 5237

There is a bug with refreshcontent and Mesh. Kjell discovered this a while ago so it is fixed for next version. It is a good workaround you found about refreshing a single producer, I wouldn't have thought that would work. Yes that's the way it works right now that the whole mesh is recreated. Perha...
by VilleK
Tue Jul 01, 2008 3:04 pm
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 27543

The rendering system in ZGE is immediate in the way that all render-components in OnRender-lists instantly execute the OpenGL commands. A more advanced and optimized technique would be to write all commands to lists and then sort according to texture, shader, rendertarget, camera etc before sending ...
by VilleK
Tue Jul 01, 2008 2:59 pm
Forum: Feature requests
Topic: global volume,. and therefor muting.
Replies: 6
Views: 7889

Good idea, I'm adding a master volume property for next release. You can already disable sound in your zge-games by starting your exe with the "-s" (silent) option. It's been a long time since I heard anyone talk about Dead Can Dance :) , but I remember that I used to enjoy listening to th...
by VilleK
Mon Jun 30, 2008 2:21 pm
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 27543

You are right that seems to be the reasonable thing to do, I'll do that.

Perhaps time for a new release soon. How is your joystick feature coming along? Let me know if you need help.
by VilleK
Mon Jun 30, 2008 12:35 pm
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 27543

This must be because I set up a 2d-screen space in the range -1 .. 1 when drawing text. However when RenderText.UseModelSpace is set then the viewportratio-correction should not take place, right? Perhaps then viewportratio can be set directly for the y-axis in the glOrtho(-1, 1, -1, 1, 1, -1.0) lin...
by VilleK
Mon Jun 30, 2008 8:29 am
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 27543

I applied the ratio to y-scaling and it looks good. But I'm not sure I understand why :) . Can you please explain why this scaling is needed? Is it an adjustment of the y-axis to match the x-axis with regards to pixel-size?
by VilleK
Sun Jun 29, 2008 10:17 am
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 27543

The first scale is used for the general scale that makes 1.0-scaled characters fit 20 on each line. The second is for adjusting the scale of each character with the renderchar-zexpression. Push/pop matrix around every letter is needed because transformations should be reset between every call render...
by VilleK
Sun Jun 29, 2008 10:08 am
Forum: ZGE Source Code
Topic: Ratio
Replies: 16
Views: 40005

You are right it could be useful to select the border color as well. I just found it hard to see that the viewport actually changed when the border was the same color. Perhaps a separate BorderColor property then, we'll see.
by VilleK
Sun Jun 29, 2008 10:06 am
Forum: General discussion
Topic: Favorite scripting language?
Replies: 8
Views: 9837

Ansi C could be possible if gcc compiler is installed so that ZGE can call this compiler when needed. However it would not be static linking because the ZGE runtime is not recompiled whenever ZDesigner generates a exe-file, so it would require some kind of dynamic layer even though the actual C obje...
by VilleK
Sat Jun 28, 2008 2:59 pm
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 27543

Our source code is not in sync, do you mean this line:

Code: Select all

      glScalef(CharScale,CharScale,1);
or this:

Code: Select all

  glScalef(Scale * 2/(CharsScreen-CharsScreen*Overlap),Scale * 2/(CharsScreen-CharsScreen*Overlap),1);
by VilleK
Sat Jun 28, 2008 2:51 pm
Forum: ZGE Source Code
Topic: Ratio
Replies: 16
Views: 40005

Updated this again now so that only the active viewport region is cleared with the clearcolor, using glScissor-function. This gives the letterbox effect with black area above and below the view region when using HD ratio on a non-HD display.
by VilleK
Sat Jun 28, 2008 8:32 am
Forum: Feature requests
Topic: Sound
Replies: 24
Views: 28521

I mean, will it need complete rewrite or not? (EG: arrays, functions, possibility of using "for" statements inside a ZExpression and so on...) I want to examine the possibilities of using an existing compiler for Java, C# or ActionScript for zge-compilation. It would allow the syntax of t...