Search found 1921 matches

by Kjell
Sun Dec 15, 2024 11:51 am
Forum: General discussion
Topic: Keycode finder
Replies: 8
Views: 4582

Re: Keycode finder

Hi Ats, On Linux ZGE only maps the arrow and letter keys to specific regions ( but nothing else ), you can view the source-code for that here . This is also working on Linux, that makes no sense to me It's because the KeyMap on Linux first gets initialized one-to-one .. but then the letter keys get ...
by Kjell
Sun Dec 15, 2024 12:49 am
Forum: General discussion
Topic: Keycode finder
Replies: 8
Views: 4582

Re: Keycode finder

Hi Ats, Did something change? No idea .. but ZGE uses SDL on Linux. You can find the SDL keycodes here . Keep in mind that ZGE masks keycodes to a 9-bit range. So for example F2 / 0x4000003B becomes 59. I'm not sure if this is coming from linux or from ZGE, but the keycode for Linux are correct on h...
by Kjell
Sat Dec 14, 2024 4:07 pm
Forum: General discussion
Topic: Exporting images from ZGE
Replies: 20
Views: 38155

Re: Exporting images from ZGE

Hi Ats,

The 0x80E1 value equals GL_BGRA .. not GL_RGBA :wink: But yes, simply use GL_BGR as format in glReadPixels if you don't want / need the alpha channel.

K
by Kjell
Thu Nov 21, 2024 4:47 pm
Forum: General discussion
Topic: Scrolling water shader
Replies: 2
Views: 1372

Re: Scrolling water shader

Hi Ats, But now I am wondering how to scroll it... Like a scrolling texture. Is there a known technique for that? Not entirely sure what type of scrolling effect you're trying to achieve .. but perhaps it's either one of the following: <?xml version="1.0" encoding="iso-8859-1" ?>...
by Kjell
Wed Nov 13, 2024 8:16 pm
Forum: General discussion
Topic: Filming an object behind a wall
Replies: 4
Views: 1531

Re: Filming an object behind a wall

Hi Ats, Coming back to your original question(s) .. Currently, when the camera is inside an object, the interior polygons aren’t rendered, or they appear solid if I enable Material DrawBackFace. I’d like to render them semi-transparent. How can I achieve that? You can render the inside of a object u...
by Kjell
Wed Nov 13, 2024 5:22 pm
Forum: General discussion
Topic: Filming an object behind a wall
Replies: 4
Views: 1531

Re: Filming an object behind a wall

Hi Ats, There's a bunch of different ways to tackle this kind of situation. The easiest approach is probably the "Super Mario Sunshine" method .. where you basically render a "shadow" version of your character ( depth-testing disabled ) after rendering your environment, but befor...
by Kjell
Wed Oct 23, 2024 11:00 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 260
Views: 80612

Re: Google Play New problem : 64bits

Hi Ats, What is the difference between procedure TGLDriverFixed.RenderMesh(Mesh: TMesh); and procedure TGLDriverProgrammable.RenderMesh(Mesh: TMesh); ? One is for the fixed-function pipeline ( legacy OpenGL ), the other is for use with shaders ( modern OpenGL ). The fixed-function pipeline had funct...
by Kjell
Tue Oct 22, 2024 3:53 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 260
Views: 80612

Re: Google Play New problem : 64bits

Hi Ats, After some digging & PM'ing with Ville .. the "inverted" problem is probably caused by glGetIntegerv not being implemented fully ( GL_DEPTH_TEST and GL_CULL_FACE are missing ) in the ES1.x emulation layer used by modern Android devices. So if you're developing a project that ta...
by Kjell
Mon Oct 21, 2024 2:29 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 260
Views: 80612

Re: Google Play New problem : 64bits

Hi Ats,
Ats wrote: Mon Oct 21, 2024 10:03 amI deactivated the blend effect and still get that weird inverted cubes on the old phone.
Hmm .. i suspect this might be caused by GLESPixelsFromTexture executing at the wrong time. That function temporarily disables depth testing and face culling when using ES 1.0.

K
by Kjell
Mon Oct 14, 2024 4:20 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 260
Views: 80612

Re: Google Play New problem : 64bits

:roll:

Image

Good to see that the culprit was finally found!

K
by Kjell
Mon Oct 07, 2024 10:51 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 260
Views: 80612

Re: Google Play New problem : 64bits

8) The OBJ importer used to be extremely bare-bones .. or maybe you could even say broken. Didn't matter what vertex data your OBJ contained, the imported mesh would always have vertex colors enabled ( even though it didn't actually import any vertex color data ) and texCoords disabled. Normals were...
by Kjell
Wed Oct 02, 2024 9:20 pm
Forum: Bug reports
Topic: Problem with TexCoords Generated on Android
Replies: 6
Views: 2382

Re: Problem with TexCoords Generated on Android

Oops, My mistake .. should have used round() to prevent the possibility of rounding errors. Try this instead :wink: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGameEditor application" FileVersion="2" AndroidPackage...
by Kjell
Wed Oct 02, 2024 6:09 pm
Forum: Bug reports
Topic: Problem with TexCoords Generated on Android
Replies: 6
Views: 2382

Re: Problem with TexCoords Generated on Android

Hmm, Can you take a screenshot of this on PC? Bit easier to "read" than the cells bitmap :wink: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGameEditor application" FileVersion="2" AndroidPackageName="...
by Kjell
Wed Oct 02, 2024 5:46 pm
Forum: Bug reports
Topic: Problem with TexCoords Generated on Android
Replies: 6
Views: 2382

Re: Problem with TexCoords Generated on Android

Hi Ats,

Generated texture coordinates aren't available on OpenGL ES. You can find the corresponding source code here.

That being said, this is what it looks like on my PC ( which looks correct to me ) .. not sure what's going on in your PC screenshot :(

Image

K
by Kjell
Sun Sep 15, 2024 11:03 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 260
Views: 80612

Re: Google Play New problem : 64bits

Hi Ats,
Ats wrote: Sun Sep 15, 2024 9:23 amWhat's the use of threaded?
It splits the workload over the number of available processors. Most processors support ( at least ) 8 threads these days .. and even first generation Intel Core i3/i5 processors ( from 2010 ) support 4 threads.

K