Search found 1940 matches

by Kjell
Fri Jun 27, 2008 2:45 pm
Forum: Feature requests
Topic: More informations about collided object
Replies: 9
Views: 11470

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: 32982

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: 23476

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: 47342

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
by Kjell
Thu Jun 26, 2008 11:46 am
Forum: Feature requests
Topic: RenderTransformGoup - MIRROR X,Y,Z ?
Replies: 19
Views: 23476

: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...
by Kjell
Wed Jun 25, 2008 3:53 pm
Forum: Feature requests
Topic: RenderTransformGoup - MIRROR X,Y,Z ?
Replies: 19
Views: 23476

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...
by Kjell
Wed Jun 25, 2008 2:39 pm
Forum: ZGE Source Code
Topic: Ratio
Replies: 16
Views: 47342

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...
by Kjell
Wed Jun 25, 2008 2:26 pm
Forum: Feature requests
Topic: RenderTransformGoup - MIRROR X,Y,Z ?
Replies: 19
Views: 23476

Hi guys,

One "InvertNormals" checkbox in RenderTransformGroup ( or a seperate component ) will be enough, you don't want to flip the normals 3 times when you use negative scaling on all 3 axes .. and when you only use 2 axes, you don't even need it at all :)

K
by Kjell
Wed Jun 25, 2008 11:40 am
Forum: ZGE Source Code
Topic: Joystick
Replies: 4
Views: 20295

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...
by Kjell
Tue Jun 24, 2008 6:57 pm
Forum: ZGE Source Code
Topic: Joystick
Replies: 4
Views: 20295

Joystick

8)

Raising the bar a little .. Joystick support coming up.

K
by Kjell
Tue Jun 24, 2008 2:05 pm
Forum: ZGE Source Code
Topic: Ratio
Replies: 16
Views: 47342

8)

Done, attached are a couple of examples.

K
by Kjell
Mon Jun 23, 2008 3:58 pm
Forum: ZGE Source Code
Topic: Ratio
Replies: 16
Views: 47342

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 ...
by Kjell
Mon Jun 23, 2008 3:06 pm
Forum: ZGE Source Code
Topic: Ratio
Replies: 16
Views: 47342

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...
by Kjell
Sun Jun 22, 2008 10:18 pm
Forum: ZGE Source Code
Topic: Ratio
Replies: 16
Views: 47342

Ratio

:)

Next up is Camera / Viewport Aspect Ratio.

K
by Kjell
Sun Jun 22, 2008 10:14 pm
Forum: Your projects
Topic: Flowers of Light - a real-time Light Synthesizer
Replies: 11
Views: 14250

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...