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Messages - TheMachine02

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136
Other Calculators / Re: [AXE] Little contest :D
« on: December 28, 2013, 09:02:01 am »
326  :P


137
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: December 28, 2013, 05:44:45 am »
yeah, I know. It's due to affine texture mapping - and there isn't many way to correct it ( there is one but it slowwwww).
So, with this resolution, I guess it's still ok.

138
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: December 28, 2013, 05:18:03 am »
backface culling as been reimplemented ! However, I started to have a big (!) problem : compiled source, with all option activated (texture+shader) are being pretty large : almost 6500 bytes....  <_<

Anyway, a little screen : (and yes this is at 6MHz +-5fps , pretty cool isn't it ?)

139
TI Z80 / Re: [Axe] - GLib TUTO
« on: December 28, 2013, 05:10:45 am »
Wow I love this. I think it will have his place in the GLib's example folder  :P


EDIT ; by the way, you don't need to set cam coordinate to 0', cause GNewCam already do that normally.

EDIT2 : after verif, only GCPosZ should be set to 0 . In fact,  °GWORLDVIEW implement an eye offset, wich is 10 by default.
I you want to have an optimized thing, you can set the constant °GEyeOffset to 0 (before GCORE as usual) , and there will be no need to set camera's coordinate to 0.

140
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: December 23, 2013, 09:00:33 am »
This is pretty cool... I can't wait to play around with it.
You can already start playing with it here  http://ourl.ca/20032/366887  ;)

Anyway, sorry for the respond time, but I got pretty sick. Hopefully, I am better now, but I haven't really progressed.  :(

141
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: December 18, 2013, 11:08:47 am »
yep, of course. I have got some idea to speed it up the texture routine (again  :P ), I will see when I can if that work. Anyway, I am close to an update now  :D

142
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: December 17, 2013, 12:39:10 pm »
Hehe nice! Could you do a flag like this?

I guess with a simple pxl shader (from the pseudo vector slime), this can be achieve pretty easly.
Nice, as always. Wasn't I the one who originally wanted to do a 3d portal, anyways? :P

 :P  if only that can be true ......

And thank for support !

143
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: December 17, 2013, 05:44:19 am »
Quads now working fine , with support for 16*16 texture (and do you recognize the one I put it in ? :P) ! now I currently implement shader in texture. One thing left after, sorting  <_< .


144
Art / Re: Star Trek sprites
« on: December 15, 2013, 12:29:40 pm »
well I have this for an asteroid, but I am not very good at pxl art  :P



145
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: December 15, 2013, 12:12:29 pm »
well ... no. But I guess I can simply implement it  :)

146
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: December 15, 2013, 08:36:58 am »
texture have been reimplemnt  :D   (well not totally because quads still bugging)



runnig from 9 fps to 20  :D

147
CaDan SHMUP / Re: Cadan v2 - Progress Thread
« on: December 15, 2013, 05:45:53 am »
yay  :D  these routines look very cool

148
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: December 14, 2013, 08:54:45 am »
just  :hyper:    .... at 6MHz


149
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: December 13, 2013, 12:30:59 pm »
well, I'll try implement this method  :P . The speed will be a lot better then.

150
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: December 13, 2013, 12:19:20 pm »
some progress in the lib  :D, however I can't upload anything due to how crappy the connexion is  <_<

anyway, I sightly modified the shader, made them more secure (this one is for you matref  :P ), and a bit more powerful.
what next :
-reimplement texture (16*16) and add some new function to handle them proprely + make them even more faster (by the way, I was wondering ben_g, do you think we can do only one division per triangle ? cause right now I do one division by scanline)
-an new lib, combaining some usefull shader.
-a proper  documentation

any suggestion ?

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