Search found 1876 matches
- Thu Jun 26, 2008 11:46 am
- Forum: Feature requests
- Topic: RenderTransformGoup - MIRROR X,Y,Z ?
- Replies: 19
- Views: 20758
:idea: Twice as much polygons to be precise. You might want to copy the meshes you want to mirror and use the new this.N function in MeshExpression to invert the normals yourself. Or instead of inverting the normals, adjusting your calculations so that a mirrored mesh is generated to start with. You...
- Wed Jun 25, 2008 3:53 pm
- Forum: Feature requests
- Topic: RenderTransformGoup - MIRROR X,Y,Z ?
- Replies: 19
- Views: 20758
Hmm, The thing is .. that when you add a mirror checkbox to each axis in for example RenderTransformGroup, the component has to dig through the whole tree in which it's located to see if there are any other components that have mirror activated to determine whether or not to invert the normals. Code...
- Wed Jun 25, 2008 2:39 pm
- Forum: ZGE Source Code
- Topic: Ratio
- Replies: 16
- Views: 39461
Hi jph, The main reason for implementing this is that no matter what ScreenRatio you'll run a application in, that the active rendering region ( Viewport ) can always be the same ratio. Right now ( 1.9.0 ) the extremes lie at 4/3 and 1.6, which means that the person running in a ScreenRatio of 1.6 c...
- Wed Jun 25, 2008 2:26 pm
- Forum: Feature requests
- Topic: RenderTransformGoup - MIRROR X,Y,Z ?
- Replies: 19
- Views: 20758
- Wed Jun 25, 2008 11:40 am
- Forum: ZGE Source Code
- Topic: Joystick
- Replies: 4
- Views: 16831
Hi guys, I'll be running out of free time shortly :shock: But seriously, starting 4 features ( and finishing 3 ) doesn't mean it took a whole lot of time. FOV was only 4 lines of code, Resolution 10, Ratio around 20 .. not exactly your average Pong or Pacman ;) And I just hope by kicking off this se...
- Tue Jun 24, 2008 6:57 pm
- Forum: ZGE Source Code
- Topic: Joystick
- Replies: 4
- Views: 16831
Joystick
Raising the bar a little .. Joystick support coming up.
K
- Tue Jun 24, 2008 2:05 pm
- Forum: ZGE Source Code
- Topic: Ratio
- Replies: 16
- Views: 39461
- Mon Jun 23, 2008 3:58 pm
- Forum: ZGE Source Code
- Topic: Ratio
- Replies: 16
- Views: 39461
Hi Ville, From ZApplication.pas TZApplication = class(TZComponent) public Ratio,FOV,ClipNear,ClipFar : single; List.AddProperty({$IFNDEF MINIMAL}'Ratio',{$ENDIF}integer(@Ratio) - integer(Self), zptFloat); List.GetLast.DefaultValue.FloatValue := 4/3; But perhaps ViewportRatio or CameraRatio would be ...
- Mon Jun 23, 2008 3:06 pm
- Forum: ZGE Source Code
- Topic: Ratio
- Replies: 16
- Views: 39461
Hi Ville, The calculations where actually done in Renderer.pas, but I probably need to move them to ZApplication.pas in order to get everything to frmEditor.pas as well ( this is where I'm having most difficulties ). Anyway, here's the Init snippet. procedure InitRenderer(Width,Height : integer; Rat...
- Sun Jun 22, 2008 10:18 pm
- Forum: ZGE Source Code
- Topic: Ratio
- Replies: 16
- Views: 39461
Ratio
Next up is Camera / Viewport Aspect Ratio.
K
- Sun Jun 22, 2008 10:14 pm
- Forum: Your projects
- Topic: Flowers of Light - a real-time Light Synthesizer
- Replies: 11
- Views: 12732
Hej Ville, The Ratio I'm referring to is the Camera Aspect Ratio yes, not the Screen / Window Ratio. And indeed this means you'll end up with a letterbox when your Screen / Window resolution is higher then the desired ratio, or a pillarbox when it's wider. I've been trying to push the necessary vari...
- Sun Jun 22, 2008 5:46 pm
- Forum: Your projects
- Topic: Flowers of Light - a real-time Light Synthesizer
- Replies: 11
- Views: 12732
Hi jph, If, and only if I manage to get Ratio implemented properly ( it's a little trickier then I expected ), you'll be able to set this value using a ZExpression directly ( as it is a float / single ). So when your application is running in a 640x480 resolution with a ratio of 2:1 ( 0.5 ), the ren...
- Sun Jun 22, 2008 10:18 am
- Forum: Your projects
- Topic: Flowers of Light - a real-time Light Synthesizer
- Replies: 11
- Views: 12732
- Sat Jun 21, 2008 9:48 pm
- Forum: Your projects
- Topic: Flowers of Light - a real-time Light Synthesizer
- Replies: 11
- Views: 12732
- Fri Jun 20, 2008 8:15 pm
- Forum: Tips'n'Tricks
- Topic: "Physics" tech demo :P
- Replies: 5
- Views: 7477
Hi Francesco,
Well, personally I'd categorize what you're doing under collisions. In fact, your approach ain't all that different from calculating collision data for NURBS / Surfaces. By the way, in case you're aiming to implement a full physics system, take a look at Newton
K
Well, personally I'd categorize what you're doing under collisions. In fact, your approach ain't all that different from calculating collision data for NURBS / Surfaces. By the way, in case you're aiming to implement a full physics system, take a look at Newton
K