Search found 1876 matches

by Kjell
Mon Jun 30, 2008 12:50 pm
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 26933

Hej Ville,

What about adding a variable for the Y parameter of glScalef() and calculating the value depending on "if not Self.UseModelSpace then"?

K
by Kjell
Mon Jun 30, 2008 11:36 am
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 26933

Hej Ville, In previous releases I had already noticed that my fonts always where 25% less tall as they should ( when using a 4:3 Resolution ). Now my workaround was to use a single row of symbols, use 75% as CharPixelHeight in the Font component of the desired height, and to offset the Bitmap 25% ( ...
by Kjell
Sun Jun 29, 2008 1:39 pm
Forum: Feature requests
Topic: RenderTransformGoup - MIRROR X,Y,Z ?
Replies: 19
Views: 20752

Hej, Francesco's suggestion is a good one, although you do end up moving the points around 2 extra times upon creation ( which doesn't really matter ). You'd want to use this approach if your MeshExpression is long and complicated. Probably doesn't get any easier ( right now ) then just having to ad...
by Kjell
Sun Jun 29, 2008 1:21 pm
Forum: General discussion
Topic: Favorite scripting language?
Replies: 8
Views: 9788

Hi guys, To be honest, I don't know much / anything about the knows and hows of compilers either. But in case there would be a obvious preference towards a certain scripting language, perhaps it would influence any decision in that direction? jph: The MiniD syntaxs looks nice & clean, unfortunat...
by Kjell
Sun Jun 29, 2008 10:48 am
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 26933

:)

Ah of course, the CharScale in RenderCharExpression. At least I got it in the right place then, unless somebody wants to be able to stretch each individual character that is ..

K
by Kjell
Sat Jun 28, 2008 3:51 pm
Forum: ZGE Source Code
Topic: Ratio
Replies: 16
Views: 39363

Hej Ville,

Ah, I actually liked the fact that you could use ClearColor to define the color of the "empty" space around your Viewport ..

K
by Kjell
Sat Jun 28, 2008 3:47 pm
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 26933

Hej Ville, I guess the whole Viewport deal in Renderer.pas pushed some things around :) I used the second glScalef you refer to ( first in source ). Hadn't noticed that Push / Pop Matrix snippet even .. why do you use 2 separate glScalef's? And I used the Stretch variable on the Y axis, so you won't...
by Kjell
Sat Jun 28, 2008 11:13 am
Forum: General discussion
Topic: Favorite scripting language?
Replies: 8
Views: 9788

Favorite scripting language?

:?:

In case we do get a robust existing scripting language added to ZGE, which one would have your preference?

K
by Kjell
Fri Jun 27, 2008 6:10 pm
Forum: Feature requests
Topic: More informations about collided object
Replies: 9
Views: 10632

Hey Francesco, That's the way I use it yes. It doesn't work automatically obviously, you'll have to store which rows / RenderTransformGroups are occupied by which Clones ( each get their own ID OnSpawn ) yourself. But I find it much more convenient then having to define a Float for each variable tha...
by Kjell
Fri Jun 27, 2008 5:50 pm
Forum: Feature requests
Topic: More informations about collided object
Replies: 9
Views: 10632

Hi Francesco, Ah like that :) Ok, I guess you can just cache all of the Collision values ( + count the amount of Collisions occured ) and calculate the appropriate behavior from all those together afterwards in OnUpdate then. You probably still want to use a component like RenderTranform to easily s...
by Kjell
Fri Jun 27, 2008 5:15 pm
Forum: Feature requests
Topic: More informations about collided object
Replies: 9
Views: 10632

Hi Francesco, I understand what you're asking for, but that method won't cut it as soon as there will be multiple collisions occurring on one instance. I've attached a image illustrating such a situation. If you'd have a ZExpression on the Pink Sphere using Collided.Position.X .. would it have to re...
by Kjell
Fri Jun 27, 2008 2:45 pm
Forum: Feature requests
Topic: More informations about collided object
Replies: 9
Views: 10632

Hi Francesco, The problem with something like a Collided. reference for ZExpression is that this won't be any good when you could have multiple collisions occurring at the same time. Even the current Category approach is a little limiting as there is a maximum of 32. So giving each instance their ow...
by Kjell
Fri Jun 27, 2008 10:40 am
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 26933

Font

:idea: Some small changes to start with .. first of all I added the ViewportRatio variable to the RenderFont scale calculation. I'm a little surprised this was not there already, as it's the cause for fonts to look vertically squashed at the moment. Renderer.pas line 1112 glScalef(X,Y*ZApp.ViewportR...
by Kjell
Thu Jun 26, 2008 5:18 pm
Forum: Feature requests
Topic: RenderTransformGoup - MIRROR X,Y,Z ?
Replies: 19
Views: 20752

Hej jph, Sorry, the first method I suggested ( Inverting the Normals using MeshExpression ) only corrects the light, but still renders the triangles facing away from the camera instead of the opposite ( I had forgotten for a moment that normals are only for light calculation, it's the vertex order i...
by Kjell
Thu Jun 26, 2008 1:17 pm
Forum: ZGE Source Code
Topic: Ratio
Replies: 16
Views: 39363

Great suggestions Ville,

This will probably make it a little easier to understand what these properties do. And thanks for offering to make these changes. Now I can continue on implementing Joystick support indeed :wink:

K