Awesome, Thanks Ville!VilleK wrote:@StevenM: Beta now updated so that setBinaryProp works again.
Search found 149 matches
- Wed Apr 24, 2013 1:59 pm
- Forum: Releases
- Topic: Beta release 3.1b
- Replies: 295
- Views: 377345
- Wed Apr 24, 2013 11:38 am
- Forum: Releases
- Topic: Beta release 3.1b
- Replies: 295
- Views: 377345
setBinaryProp?
Ville, the setBinaryProp example doesn't work for me. I'm using Pov-Ray as a render engine for zge by running a command line with a function call.
I can't figure out how to render directly to the zge window - but I'm hoping to figure out a way to import pov ray rendered images.
I can't figure out how to render directly to the zge window - but I'm hoping to figure out a way to import pov ray rendered images.
- Mon Apr 01, 2013 7:57 pm
- Forum: Your projects
- Topic: Oscilloscope V0.0 New Project Development
- Replies: 7
- Views: 21295
Re: But not wanting to learn other parts of the game engine.
. Please can you show me how you did that please step by step Thanks AngelsDevil :twisted: It's not that easy to show you step by step, but maybe someone can create or wrap a dll to get you started. BUT...Even with the audio library, developing a music visualization software is difficult as far as ...
- Sun Mar 31, 2013 12:20 am
- Forum: Your projects
- Topic: PI to one million decimal places
- Replies: 0
- Views: 20706
PI to one million decimal places
For anyone that wants to explore the mysteries of PI - this project reads the nth decimal place of PI up to one million decimals from a text file. To Use just call getPI(int n) Example: getPI(0); //3 getPI(1); //1 getPI(2); //4 getPI(3); //1 The sample project here adds the first 144 decimal places ...
- Fri Sep 21, 2012 1:54 pm
- Forum: Releases
- Topic: 3.0.0 beta (ZGE on Android)
- Replies: 266
- Views: 412746
- Fri Mar 30, 2012 5:07 pm
- Forum: Releases
- Topic: Beta release 2.0.1b
- Replies: 106
- Views: 196075
- Thu Mar 29, 2012 7:16 pm
- Forum: Releases
- Topic: Beta release 2.0.1b
- Replies: 106
- Views: 196075
I simply copy/pasted the full source into a ZLibrary-component without any apparent problems, at least it compiled ok That is precisely where I have the problem and it seems to be related to the number of lines in the OpenGL.txt source. The error pops up when I de-select and re-select the ZExternal...
- Wed Mar 28, 2012 11:27 pm
- Forum: Releases
- Topic: Beta release 2.0.1b
- Replies: 106
- Views: 196075
error opengl
For ZGEVIZ, I tried to copy and paste the opengl.txt to use for projects and I was getting this error - I do think that that the opengl.txt source is too long, and causes an error. By adding the constants to a separate ZLibrary and only adding the functions to the ZExternalLibrary, I was able to get...
- Sat Mar 17, 2012 6:07 am
- Forum: Releases
- Topic: Beta release 2.0.1b
- Replies: 106
- Views: 196075
Is glEnd(){} in opengl.txt file? Weird though,aside from that very basic function - it looks complete. Also, code completion seems to be case sensitive - was it always like that? In any case, I really like it - It's nice be able to just load the OpenGL library and start coding, without the need to s...
- Wed Feb 15, 2012 4:05 pm
- Forum: Releases
- Topic: Beta release 2.0.1b
- Replies: 106
- Views: 196075
- Wed Feb 15, 2012 2:58 pm
- Forum: Releases
- Topic: Beta release 2.0.1b
- Replies: 106
- Views: 196075
I'm going to create a automated conversion of the OpenGL header files for ZGE so that most constants and functions can be included easily. Looking forward to that - I did convert the entire OpenGL header file for personal use - It was a quick - lazy conversion though using find and replace with not...
- Sun Feb 12, 2012 12:21 pm
- Forum: Releases
- Topic: Beta release 2.0.1b
- Replies: 106
- Views: 196075
Thanks Ville! - got it and it's working fine.VilleK wrote:ZgeViz updated too: http://www.zgameeditor.org/files/ZGameE ... r_Beta.zip
- Sat Feb 11, 2012 9:20 pm
- Forum: Releases
- Topic: Beta release 2.0.1b
- Replies: 106
- Views: 196075
- Wed Jan 18, 2012 6:08 pm
- Forum: ZGameEditor Visualizer
- Topic: JPH, Ville - help with user bitmaps Import help for a script
- Replies: 44
- Views: 80844
OK thanks that's useful! How can I store float (or fixed if necessary) variables for each vertex? I would help you with that-but I'm too much of a noob myself. Kjell can probably help but you will have to do some reseach - a lot of data is parallel processed in GLSL, reason why it is so incredibly ...
- Wed Jan 18, 2012 5:15 pm
- Forum: ZGameEditor Visualizer
- Topic: JPH, Ville - help with user bitmaps Import help for a script
- Replies: 44
- Views: 80844
Also I'd need to access FL's data from the shader (Parameters, BandSpecArray and AudioArray) I guess that's done through the UniformVariables node? Also I need some functions to calculate stuff: atan2, sqrt, floor, clamp Are these available in shader code? Yes - all you have to do is use uniform va...