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
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- Mon Jun 30, 2008 11:36 am
- Forum: ZGE Source Code
- Topic: Font
- Replies: 12
- Views: 26967
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% ( ...
- Sun Jun 29, 2008 1:39 pm
- Forum: Feature requests
- Topic: RenderTransformGoup - MIRROR X,Y,Z ?
- Replies: 19
- Views: 20754
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...
- Sun Jun 29, 2008 1:21 pm
- Forum: General discussion
- Topic: Favorite scripting language?
- Replies: 8
- Views: 9788
- Sun Jun 29, 2008 10:48 am
- Forum: ZGE Source Code
- Topic: Font
- Replies: 12
- Views: 26967
- Sat Jun 28, 2008 3:51 pm
- Forum: ZGE Source Code
- Topic: Ratio
- Replies: 16
- Views: 39403
- Sat Jun 28, 2008 3:47 pm
- Forum: ZGE Source Code
- Topic: Font
- Replies: 12
- Views: 26967
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...
- 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
- 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...
- 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...
- 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...
- 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...
- Fri Jun 27, 2008 10:40 am
- Forum: ZGE Source Code
- Topic: Font
- Replies: 12
- Views: 26967
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...
- Thu Jun 26, 2008 5:18 pm
- Forum: Feature requests
- Topic: RenderTransformGoup - MIRROR X,Y,Z ?
- Replies: 19
- Views: 20754
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...
- Thu Jun 26, 2008 1:17 pm
- Forum: ZGE Source Code
- Topic: Ratio
- Replies: 16
- Views: 39403