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Messages - Qube

Pages: 1 [2] 3 4 ... 11
16
GLBasic - en / Re: iPad 3 Support?
« on: 2012-Mar-09 »
I almost pre-ordered the iPad 3rd gen on the day of release. In fact I did, but cancelled the order as I decided to wait for real hands on reviews and me being able to see one working before hand.

Quote
As a matter of fact that I have to get a new Mac Mini, I fear this will be the first time that I have to charge a bit for an upgrade of a new GLBasic version. I'm not planning large fees and I hope to be able to leave purchases within the last 12 months for free. But before you boil me in hot oil, wait until I have more detailed thoughts...

Absolutely no problems with being charged for a new version of GLB. I'd happily pay the full price again for V11 without hesitation. it's more important that you can easily fund the kit you need to continue GLB's growth and make it worth your time and effort in doing so. Charge away =D


17
Off Topic / Re: iOS 5.1, OSX Lion
« on: 2012-Mar-09 »
Im on Snow Leopard 10.6.8 - Updated iPhone4 & iPad 2 to iOS 5.1 and can still compile GBasic apps in XCode 4.2 (iOS 5.0 sdk) and run them on my devices with iOS 5.1 with no issue :)

Where is de problemo?  :whistle:

18
GLBasic - de / Re: HAPPY BIRTHDAY !! Gernot
« on: 2012-Feb-13 »
 :good:  :booze: Happy Birthday :booze: :good:

19
GLBasic - en / Re: screen2world
« on: 2012-Jan-18 »
Cool, so it looks like a SETORIENTATION bug. Should be an easy fix for Gernot then  :good:

20
GLBasic - en / Re: screen2world
« on: 2012-Jan-17 »
X_WORLD2SCREEN was recently fixed on the iPad but X_SCREEN2WORLD still does not work on the iPad.

You'll need to give Gernot a poke.

21
Just set as 3.x.

GLBasic does not use any iOS 4.x or 5.x specific functions.

Don't we have to compile for iOS 4.x in order to allow iPad games to pause / resume? (thought that was a requirement of apples these days? could be wrong).


22
GLBasic - en / Re: 3D Function compatibility
« on: 2011-Dec-22 »
Hi, welcome on board  :)

iOS is ok with X_LINE and polyvector but not with X_DOT. If you want a dot on iOS then just use X_LINE with from and to as the same location.

23
GLBasic - en / Re: iPhone GUI?
« on: 2011-Dec-17 »
Access to the iPhone / iPads native GUI so I could use GLB to write proper iOS apps (not game stuff) then I'd be willing to pay a decent amount.

If it's just a 2D gaming GUI that uses gadgets that look like iOS ones then not for me thanks.

24
GLBasic - en / Re: Rotate a 2D sprite?
« on: 2011-Dec-08 »
You could use my code fromHERE which does rotation. It will probably be best to split things up a little to make them more generic, like using sprite sheets with the routines.



25
Announcements / Re: Update
« on: 2011-Dec-06 »
Excellent find, Wampus  :good:

Quote
A quick way to make the fix in Photoshop is to make a copy of your sprite and put this copy in the layer below your sprite. Next, apply a Gaussian Blur of 1.1 pixels to the copied sprite layer. Finally, reduce the opacity of the copied sprite layer to 1% (making it virtually invisible but retaining the blurred colour information. Save this as a PNG file and your alpha blending will work.

I've hundreds of layers in my games spritesheet :S... So, in photoshop I added a solid black layer as my background, set opacity to 1%, save the spritesheet as a PNG and it worked like a charm. Result :enc:

Once, more, excellent find  :booze:

26
Announcements / Re: Update
« on: 2011-Dec-05 »
With alphatesting 0.5 or even 0.7 the image should scale nicely thought. Did you try ma examlemwith alphatesting?

I have tried alphatesting settings and it just knocks out alpha'd pixels. This is not the answer as you *need* the full alpha information as-is in the PNG file especially when using ALPHAMODE 1 to blend the nebula effects. Knocking out alpha info on those along causes a right mess.

I cant find any differences. I even dumped the opengl calls formthe old version.

Try harder  :whip:  :nana:


27
Announcements / Re: Update
« on: 2011-Dec-03 »
I have mine on - although I did try with it all off, but got more or less the same thing.

Dont know why yours is different to mine.

Dunno, strange. Are you using my original test sprite or the one Gernot jiggled?. I see that setting smooth shading to false still fixes this issue but rotation naturally shows jaggies. So annoying  :P

28
Announcements / Re: Update
« on: 2011-Dec-03 »
Do you have anti-aliasing active in your graphic drivers control panel ?

I do not, no. The messed up alpha shows up on the iPad too.

29
Announcements / Re: Update
« on: 2011-Dec-03 »
But over a non 3D object, anti-aliasing is okay (discounting the extra anti-aliasing that Paint introduces)..

Sorry, even with 10.191 and using the files I provided in my original post alpha is still wrong in plain 2D (no overlapping of 3D) :rant:

Using the example I posted with the original files, here's the result.

Here's 10.118 - Perfect



Here's 10.191 - Duff


30
Announcements / Re: Update
« on: 2011-Dec-03 »
GLB 10.191 no fixy alpha issue  :'( - The new ALPHATESTING command doesn't help unfortunately it just ables you to knock out pixels :S

In order for sprite to show smooth and rotate smooth we need the full alpha to be used, not removed. Have you any idea what changed from 10.118 onwards to mess up alpha?

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