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Topics - Qedo

Pages: [1] 2 3
1
GLBasic - en / How to check Vsync screen
« on: 2020-May-29 »
On my system this work. Output 60 Hz
Can you try on your?
Ad maiora

LIMITFPS -1,TRUE
cicli%=100
dt%=GETTIMERALL()
FOR i=0 TO cicli-1
   CLEARSCREEN RGB(120,345,56)
   SHOWSCREEN
NEXT
dt=1000/((GETTIMERALL()-dt)/cicli)
PRINT "refresh Rate = "+dt+"Hz",10,100
SHOWSCREEN
MOUSEWAIT
END

2
2D-snippets / Text Shadow CSS importer
« on: 2020-May-09 »
I wanted to bring the Text Shadow CSS Generator into GLBasic and attached find the result.
At the page https://html-css-js.com/css/generator/text-shadow/ I found 30 ready-made examples and I imported their CSS.
Find everything in the source and if you want to add your own style edited on the site you can add it in the FONT_CSS1.txt file.
It is sufficient to copy and past the CSS perhaps with a few small changes
Not everything is implemented, for example the CMYK and CSV color commands are not recognized because at the moment I am satisfied so even if it should not be complicated to implement them.
For the Blur effect I used the excellent example of fast blur found at //http://blog.ivank.net/fastest-gaussian-blur.htmle, customized for GLB.
If you want and if you like it you can use it in your programs, I would be pleased.
Ciao
Qedo

3
I write this because nobody ever said it (or at least I never read it anywhere).
When performing a number operation having integer variables and float together, pay attention to the order of the variables.
Example with the calculator the operation "911/5/15*2*1.1" returns 26.72266667
in GLbasic:
Aint% = 5, Bint% = 911, Cint% = 15, Dint% = 2, Mflt # = 1.1
1) Nflt# = Bint / Aint / Cint * Dint * Mflt    // returns 26.4    // WRONG
2) Nflt# = Mflt * (Bint / Aint / Cint * Dint)    // returns 26.4    // WRONG
3) Nflt# = Mflt * Bint / Aint / Cint * Dint    // returns 26.72266667    // OK

I think this depends on the order in which operations are performed from left to right. If the first variable is float the precision will remain with the comma and there will be no rounding to the integers.
I hope it is useful
Ciao

4
why in Debug with vers. 16.252 I see the following wrong status?
The problem seems only with arrays of strings.
Ciao

LOCAL d$[];DIM d$[5]
d$[0]="1";d$[1]="2";d$[2]="3";d$[3]="4";d$[4]="5"


5
Bug Reports / kerning issue?
« on: 2020-Apr-11 »
I don't know if it has already been reported and if it is a bug but with the kerning to true of PRINT (PRINT, string$, 0,0, true) and LEN (string$, true) it does not work with background colors other than black or transparent.
Ciao

6
GLBasic - en / FLOOR () and CEIL () functions
« on: 2020-Apr-01 »
wouldn't it be appropriate to document the FLOOR () and CEIL () functions?
Today I lost time writing a custom function and then finding out that they already exist in glbasic.
 :booze:

7
GLBasic - en / X_SPRITE scaling
« on: 2020-Mar-25 »
I'm not sure but I suspect that the scaling parameter of X_SPRITE is incorrect.
I try to explain in the simplest way possible what I did to verify
I created a yellow sprite of size 640x480 with horizontal and vertical black lines spaced 100 pixels between them.
I placed this natural size X_SPRITE (scaling = 1) at the origin of the scene x = 0 z = 0 with downward movement to y = -240 (half its height)
I would have expected the positioning of the center of the sprite to correspond with the center of the axes but instead the result is as shown in figure 1
To obtain the positioning of the sprite centered on the axes I must instead move it down -120 as in figure 2
To justify the results obtained, the only logic that comes to mind is that the X_SPRITE is drawn not with scaling = 1 but instead with scaling = 0.5. that is, half of its size
This is my theory. I don't know if anything escapes me and I'm asking for your opinion  and your experience.
I didn't create this thread in BUG  just because I'm not sure it is
Thank you
Ciao

8
GLBasic - en / water effect
« on: 2020-Mar-18 »
Do you like this water effect? polyvector only
In these days of coronavirus closed at home I had fun programming
I have to clean up the code and I'll send if you're interested

Ciao

9
GLBasic - en / Multi istances
« on: 2020-Jan-22 »
Hi all
a question:
until to version 15 of GLB it is possible to open multiple instances of the edit. With version 16 only one. Do you know if there is a way to enable multi instances with the latest one?
Qedo

10
GLBasic - es / Multi istances
« on: 2020-Jan-22 »
Hi all
a question:
until to version 15 of GLB it is possible to open multiple instances of the edit. With version 16 only one. Do you know if there is a way to enable multi instances with the latest one?
Qedo

11
GLBasic - en / How to compile "Fluids" ?
« on: 2019-Jul-06 »
Has anyone managed to compile the beautiful Gernot's "Fuilds" program?
http://www.glbasic.com/showroom.php?site=games&game=Fluids
I can't, too many mistakes.
I suspect that in INLINE / ENDLINE the two-dimensional matrices are not supported.
I wonder though that it was compiled because the exe is present.
Gernot what do you say?
Thank you
Qedo


12
GLBasic - en / Blur effect in real time
« on: 2018-Sep-16 »
Blur effect in real time on sprite with transparent background (color 128,0,255).
Let me know.
Ciao


13
2D-snippets / Fill Fast Line algorithm
« on: 2018-Aug-10 »
After i have grabbing with both hands in the forum a small summer gift (I hope it will be appreciated).
You find the scanline floodfill algorithm using stack instead of recursion.
I converted the version I found in internet from C++ to GlBasic.
Compared to the standard version this is much faster about 10-15 times.
When you start the program for the first 10 seconds, the standard (more slow) version is executed and  after the scanline version.
The program uses my FASTMEM2SPRITE version (which you already sent a while ago and which I have now improved), but you can comment the command and activate the standard MEM2SPRITE to appreciate even more the change of speed.
Let me know

14
Code Snippets / FASTMEM2SPRITE
« on: 2017-Nov-11 »
For my application I found a certain slowness with MEM2SPRITE so I searched in the GLBASIC forum for a solution to this problem without finding anything.
So I wrote FASTMEM2SPRITE using the OpenGL routines. The result it is very fast and in some conditions, in high sprite resolution, even a 6X ratio on my computer. In Android, the increase is even slightly higher. The syntax is the same, obviously by adding FAST to the command. The only difference is that to draw the sprite because of the different coordinates of the OpenGL screen (bottom / left) you have to use the ZOOMSPRITE nsprite, 0,0, 1, -1 (vertical mirror).
Tried on Win and Android.
If you have better solution then you will be happy to receive your jobs.
Use it freely and let me know.
Ciao

15
Bug Reports / GLB 15.004 DO NOT COMPILE
« on: 2017-Aug-17 »
I rewrite after thread problem.
GLB 15.004 DO NOT COMPILE my FLAG_SPRITE, see source at http://www.glbasic.com/forum/index.php?Topic=11002msg96884#msg96884 and also Kanonet's X_SPRITE program (http://www.glbasic.com/forum/index.php?topic=7992.msg74110#msg74110).
GLB 15.005 fails to install
Can anyone check?
Ciao

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