Search found 637 matches
- Sun Apr 21, 2024 9:36 pm
- Forum: General discussion
- Topic: Color effect
- Replies: 5
- Views: 9603
Re: Color effect
All right, I managed to convert the dither example to ES2/GL3: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGameEditor application" GLBase="1" LightPosition="0.25 1 0.5" FileVersion="2"> <OnLoade...
- Sat Apr 20, 2024 6:42 am
- Forum: Bug reports
- Topic: Flickering issues in release mode
- Replies: 12
- Views: 1243
Re: Flickering issues in release mode
And just to show that even with 24-bit you need to keep your clipping range in check :wink: Thanks for the heads-up, Kjell! I always wondered why the planets with rings had severe z-order problems (but not on NVIDIA video cards). Turns out that the camera filming them is ranging from ClipNear 0.1 t...
- Fri Apr 19, 2024 5:06 pm
- Forum: Bug reports
- Topic: Flickering issues in release mode
- Replies: 12
- Views: 1243
Re: Flickering issues in release mode
Here's libzgeandroid.so for Android:
I'll finish producing the linux lib tomorrow, as I can't simply svn checkout ZGameEditor on GitHub, and I don't know why...
It's working nicely too I'll finish producing the linux lib tomorrow, as I can't simply svn checkout ZGameEditor on GitHub, and I don't know why...
- Fri Apr 19, 2024 4:18 pm
- Forum: Bug reports
- Topic: Flickering issues in release mode
- Replies: 12
- Views: 1243
Re: Flickering issues in release mode
While I was setting up the Android development stuff, I noticed that, in GitHub, you modified: Build/android/java/src/org/zgameeditor/Zge.java setEGLConfigChooser(8, 8, 8, 8, 24, 0); Yet, in the new zip of ZGameEditor, it is still in 16 bits: ZGameEditor\Android\Template\4.1\src\org\zgameeditor\Zge....
- Fri Apr 19, 2024 3:46 pm
- Forum: Bug reports
- Topic: Flickering issues in release mode
- Replies: 12
- Views: 1243
Re: Flickering issues in release mode
have Thanks, it's working perfectly on Windows. Though, I had to deactivate Windows Defender because the new ZGameEditor.exe is triggering the antivirus like old time... I need to set a few things in order to compile the new libzgeandroid.so and Player_linux.bin files. But I'll post them when it's d...
- Fri Apr 19, 2024 2:48 pm
- Forum: Bug reports
- Topic: Flickering issues in release mode
- Replies: 12
- Views: 1243
Re: Flickering issues in release mode
I'm not getting that difference here. Are you using the latest ZGE update from this year? My ZGE version is new, but since the folder where I unzipped it is shared with Dropbox between my computer and laptop, there might be remnants from an older release causing issues. So I tried downloading a fre...
- Fri Apr 19, 2024 1:57 pm
- Forum: Bug reports
- Topic: Flickering issues in release mode
- Replies: 12
- Views: 1243
Re: Flickering issues in release mode
I made a very simple example. Though I am not sure if this is the same problem, since the example is very basic, all while my game is using ES2/GL3+shaders+cameras, you can see the thing doing weird stuff in release mode, while it works fine in preview. The farther the distance from the camera, the ...
- Fri Apr 19, 2024 10:41 am
- Forum: Bug reports
- Topic: Flickering issues in release mode
- Replies: 12
- Views: 1243
Flickering issues in release mode
Hello, Omeganaut is flickering like crazy when objects are at a distance of 100 to 500. And the objects are quite big and distant one from another, so it shouldn't happen like that. Here's how it looks: https://gemoo.com/tools/upload-video/share/639893625557213184?codeId=P577d495xjQly&card=63989...
- Fri Apr 19, 2024 9:49 am
- Forum: General discussion
- Topic: How to retrieve screen resolution inside a shader?
- Replies: 4
- Views: 636
Re: How to retrieve screen resolution inside a shader?
Thanks. I'll see what I can do with that
I also managed to find the topic that was already talking about dithering with your examples:
https://www.emix8.org/forum/viewtopic.p ... 330&p=8649
(The search feature of phpbb isn't great...)
I also managed to find the topic that was already talking about dithering with your examples:
https://www.emix8.org/forum/viewtopic.p ... 330&p=8649
(The search feature of phpbb isn't great...)
- Thu Apr 18, 2024 3:48 pm
- Forum: General discussion
- Topic: How to retrieve screen resolution inside a shader?
- Replies: 4
- Views: 636
Re: How to retrieve screen resolution inside a shader?
That's the conclusion I went through while writing my question, in the end :lol: I'm writing a diffuse + dithering shader (I think I do), with a pixel density that stays the same regardless of the game resolution: #ifdef GL_ES precision mediump float; #endif varying vec3 N; varying vec3 v; varying v...
- Thu Apr 18, 2024 2:56 pm
- Forum: General discussion
- Topic: How to retrieve screen resolution inside a shader?
- Replies: 4
- Views: 636
How to retrieve screen resolution inside a shader?
Hello, I'm back at figuring out shaders... :lol: I'm trying to retrieve the screen resolution inside a shader, and right now, I found no other way but to create in a ZExpression ScreenSize : Array <mat4> Then store the information inside it: ScreenSize[0][0,0] = App.ScreenWidth; ScreenSize[0][0,1] =...
- Wed Apr 17, 2024 8:08 pm
- Forum: Feature requests
- Topic: Change clipfar of mesh preview
- Replies: 2
- Views: 870
Re: Change clipfar of mesh preview
If that doesn't break everything, in case of showing a huge mesh, that would be neat :) And if the mouse wheel zoom factor could be adjusted to the BoundSphere.Radius, so we don't need to roll it a thousand times on big objects, or lose sight of micro objects with just one touch of the mouse wheel, ...
- Wed Apr 17, 2024 8:43 am
- Forum: Feature requests
- Topic: Change clipfar of mesh preview
- Replies: 2
- Views: 870
Change clipfar of mesh preview
Hello everyone :D I've started to import big meshes in my game, and the camera's ClipFar of the mesh preview is so small that I have difficulties knowing if my mesh is correctly positioned. I made a little video to show the problem: https://gemoo.com/tools/upload-video/share/639139776236027904?codeI...
- Wed Feb 21, 2024 5:08 pm
- Forum: Your projects
- Topic: New game: The Eternal Return
- Replies: 3
- Views: 2747
Re: New game: The Eternal Return
This is a very weird but enjoyable game
- Mon Nov 20, 2023 5:42 pm
- Forum: General discussion
- Topic: How to use the program including DLL on Android?
- Replies: 2
- Views: 30030
Re: How to use the program including DLL on Android?
You will need to edit the ZExternalLibrary BeforeInitExp in your project to handle your libraries without the need to have one project per machine. For example: if(ANDROID) { this.ModuleName = "./libZgeBullet.so"; } else if(LINUX) { this.ModuleName = "./ZgeBullet.so"; } else { th...