Hi,
The X_WORLD2SCREEN command functions perfectly on PC as expected but the coordinates on the iPad seem to be at 0,0,0.
If possible could this bug be fixed asap as I would like to release my game soon, pretty please :P
oh no. Can't be. Can you make a tiny example to test?
Here you go, here's a working small example that's as should be on PC but not on the iPad - on the ipad X_WORLD2SCREEN coordinates end up at 0,0,0 :'(
Could I be a pain and ask for a quick fix please as my game really needs to be out the door soon, thanks :good:
SETSCREEN 640,480, 0
CreateCube(1, 20, RGB(0, 0, 255))
LOCAL phi% = 0
LOCAL x%, y%, z%, sx#, sy#, sz#
LOCAL sx1#, sx2#, sx3#, sy1#, sy2#, sy3#
WHILE TRUE
X_MAKE3D 1, 2500, 45
X_CAMERA 0,0,120, 0,0,0
X_CULLMODE 1
X_AMBIENT_LT 0, RGB(255,255,255)
X_SPOT_LT 1, RGB(0, 0, 255), 0, 1, -1, 0, -1, 1, 180
y = 0
z = 0
FOR x = -40 TO 40 STEP 40
X_MOVEMENT x, y, z
X_ROTATION phi, 0, 1, 1
X_DRAWOBJ 1, 0
X_WORLD2SCREEN x, y, z, sx, sy, sz
IF x = -40
sx1 = sx
sy1 = sy
ENDIF
IF x = 0
sx2 = sx
sy2 = sy
ENDIF
IF x = 40
sx3 = sx
sy3 = sy
ENDIF
INC y, 5
DEC z, 50
NEXT
INC phi, 2
X_MAKE2D
PRINT "cube 1 ", sx1, sy1
PRINT "cube 2 ", sx2, sy2
PRINT "cube 3 ", sx3, sy3
SHOWSCREEN
WEND
FUNCTION CreateCube: num, sz, col
X_AUTONORMALS 1
sz = sz / 2
X_OBJSTART num
// Front Face
X_OBJADDVERTEX sz, -sz, sz, 1, 0, col
X_OBJADDVERTEX -sz, -sz, sz, 0, 0, col
X_OBJADDVERTEX sz, sz, sz, 1, 1, col
X_OBJADDVERTEX -sz, sz, sz, 0, 1, col
X_OBJNEWGROUP
// Back Face
X_OBJADDVERTEX -sz, sz, -sz, 1, 1, col
X_OBJADDVERTEX -sz, -sz, -sz, 1, 0, col
X_OBJADDVERTEX sz, sz, -sz, 0, 1, col
X_OBJADDVERTEX sz, -sz, -sz, 0, 0, col
X_OBJNEWGROUP
// Top Face
X_OBJADDVERTEX -sz, sz, sz, 0, 0, col
X_OBJADDVERTEX -sz, sz, -sz, 0, 1, col
X_OBJADDVERTEX sz, sz, sz, 1, 0, col
X_OBJADDVERTEX sz, sz, -sz, 1, 1, col
X_OBJNEWGROUP
// Bottom Face
X_OBJADDVERTEX sz, -sz, -sz, 0, 1, col
X_OBJADDVERTEX -sz, -sz, -sz, 1, 1, col
X_OBJADDVERTEX sz, -sz, sz, 0, 0, col
X_OBJADDVERTEX -sz, -sz, sz, 1, 0, col
X_OBJNEWGROUP
// Right face
X_OBJADDVERTEX sz, sz, -sz, 1, 1, col
X_OBJADDVERTEX sz, -sz, -sz, 1, 0, col
X_OBJADDVERTEX sz, sz, sz, 0, 1, col
X_OBJADDVERTEX sz, -sz, sz, 0, 0, col
X_OBJNEWGROUP
// Left Face
X_OBJADDVERTEX -sz, -sz, sz, 1, 0, col
X_OBJADDVERTEX -sz, -sz, -sz, 0, 0, col
X_OBJADDVERTEX -sz, sz, sz, 1, 1, col
X_OBJADDVERTEX -sz, sz, -sz, 0, 1, col
X_OBJNEWGROUP
X_OBJEND
ENDFUNCTION
About this command, it´s hard , it´s have resitance.
If anyone needs something similar, but I think it´s more slower, I use a simple rule of 3, and works, very fine, only you have to change the increments of movement for every resoltion of the screen
Tried the latest 10.084 of GLB which states iPhone / iPad X_WORLD2SCREEN fix. Unfortunately it still has the exact same problem :'( :'( :'(
Works fine on PC but not on the iPad :'( :'(
Any progress on squashing this bug, Kitty? :) - poke poke nudge nudge :P
Blatant bump time :nana:
Any update on this?
I think poor old Gernot is a bit busy at the moment...
was just an #ifdef - fixed in next update (these days).
Confirmed that 10.090 fixed the issue.. Many thanks, Kitty :good: