Search found 2277 matches
- Sat Jul 05, 2008 9:12 am
- Forum: ZGE Source Code
- Topic: Ratio
- Replies: 16
- Views: 40005
- Thu Jul 03, 2008 1:05 pm
- Forum: General discussion
- Topic: Bug in RefreshComponent
- Replies: 4
- Views: 5237
- 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...
- 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...
- 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 ...
- Tue Jul 01, 2008 2:59 pm
- Forum: Feature requests
- Topic: global volume,. and therefor muting.
- Replies: 6
- Views: 7889
- Mon Jun 30, 2008 2:21 pm
- Forum: ZGE Source Code
- Topic: Font
- Replies: 12
- Views: 27543
- 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...
- Mon Jun 30, 2008 8:29 am
- Forum: ZGE Source Code
- Topic: Font
- Replies: 12
- Views: 27543
- 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...
- Sun Jun 29, 2008 10:08 am
- Forum: ZGE Source Code
- Topic: Ratio
- Replies: 16
- Views: 40005
- 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...
- 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:
or this:
Code: Select all
glScalef(CharScale,CharScale,1);
Code: Select all
glScalef(Scale * 2/(CharsScreen-CharsScreen*Overlap),Scale * 2/(CharsScreen-CharsScreen*Overlap),1);
- Sat Jun 28, 2008 2:51 pm
- Forum: ZGE Source Code
- Topic: Ratio
- Replies: 16
- Views: 40005
- Sat Jun 28, 2008 8:32 am
- Forum: Feature requests
- Topic: Sound
- Replies: 24
- Views: 28521