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Messages - kanonet

Quote from: ProN3rd on 2015-Sep-11EDIT: Das mit der Hecke hab ich hinbekommen. Ich hab sie nun ganz am Ende (nach allen anderen 3d Objekten) gerendert und nun gehts mit der Transparenz. Ist aber merkwürdig, die Reihenfolge sollte doch egal sein oder?
Nein, das ist leider der Fall. Wenn du ein Alpha Objekt malst, dann wird sein Wert mit dem bereits an dieser Stelle verwendeten Wert vorher gemalter Objekte verrechnet.  Hast du noch nichts vorher gemalt, dann eben mit der Hintergrundfarbe (meist schwarz). Du musst also erst alle massiven Objekte zeichnen, dann kannst du die Alpha Objekte davor setzen.
Eigentlich sollte der Code automatisch versendet werden. Mail funktion ist wohl wieder/noch defekt...

Sollte nichts mehr kommen, dann schreibe am besten eine nette mail mit deinen Kaufdetails an gf [at] glbasic [dot] com. Kann deutsch oder englisch sein, wie du willst.

Ach, und willkommen um GLBasic-Forum. :good:
Quote from: nabz32 on 2015-Sep-04This time with the readme file included  :D.
New version of MS Office usually can also save to old file format. May be worth to at least try it.
Did you try an old .xls? I dont think that old code supports the more modern .xlsx, if it still runs at all...
Actually I think that is the wrong way of approaching this, bigsofty. If you have a problem in your game that you can not solve any other way, than it may be worth to try it with multithreading. But you should not just include it, just because you want to. Threads add huge extra complexity, some overhead and many sources of possible bugs. In many cases threads dont get you anything, so you should avoid them if possible and only use them when really necessary.
BTW many GLBasic commands are not thread  save, so be careful what you pack inside a thread. That 'official' in the title is very misleading IMHO, since GLBasic was not designed with threads in mind.
I think you would need a mixture of different technics:

-Alpha overlay image for scan lines

-USESCREEN+POLYVECTOR for drawing in curved shape

-Color distortion/RGB separations could be achieved either by shipping your game with a second set of images in that colors or manipulate them on loading with MEM2SPRITE etc. I would not go with manipulation on runtime, that probably would be to slow. If you can use shaders on your target devices this also is an option. Or did you try if you can achieve a mild version of that effect with a special semitransparent overlay image and some playing with settings for alpha blending?
You can simply draw an image with Alpha channel on top that contains those buttom to top lines etc. Would need proper alpha mode settings too of cause.
Quote from: MrPlow on 2015-Aug-25erico - quick question - i tried added you tube videos to form before and they did not work - what is the correct use of the youtube tag?
This way:
Code (glbasic) Select

BTW if you want to see how someone did write something in the forum, you can simply use the quote button and inspect the code of his post.
IMHO this way it is almost useless, PRESCALER should be used to set an "internal resoution" that my game will have so i dont need to worry about anything anymore. If it only can be set to selected factors I still get problems if my game is run on many different device resolutions, so im in about the same situation as without that command. Of cause it will look less pretty if I scale to non-integer numbers, but thats just logical and expected, so I think most ppl would be fine with it.
- Something that you can throw or shot at triggers that you cant reach otherwise (bow+arror, or boomerang?)
- hang glider for -imaging- gliding down big mountains and over rivers etc.
- lasso
- diving gear for underwater level
- shoes with vacuum cups for upside down levels (if you 'jump* you would fall down of cause, but you can use your lasso to get back the ceiling)
Actually when someone writes that he found an effective algorithm all I see is "here is your challenge, try to beat me!" lol

nabz32 since you edited your 1st post, you should still mention the limitation of this, like that it is only for a non-rotated box (=aligned to world-axes), with all edges 90°. A more general version would be complex.
What are you doing, that you need to close the namespace? Like I said, in most cases you can just use C++ code in INLINE without closing the namespace.
I dont understand your question, you already posted the answer. When you start INLINE you are still in namespace __GLBASIC__, if you want to leave it, you do so with simply writing }, if you are done with your stuff, you need to reopen the namespace before you call ENDINLINE. So it looks this way:
Code (glbasic) Select
} // closed namespace __GLBASIC__, you probably are in global namespace now

// do that stuff here, that you dont want to be inside GLBasic namespace

namespace __GLBASIC__ { // reopen GLBasic namespace

BTW you rarely need to do this, most INLINE stuff that you probably do, can savely be done inside GLBasic namespace. I usually just opend my own namespace inside __GBASIC__, which also works fine.
IIF is just the GLBasic version of the C++ ternary/conditional operator '?' and has been around since release of V12. I think when ever possible it should be preferred over IF, but of cause I could have also written that distance function with IF instead of IIF.