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Other Calculators / Re: [AXE] Little contest :D
« on: December 28, 2013, 09:02:01 am »
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This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 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
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 ), I will see when I can if that work. Anyway, I am close to an update now
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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? 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 ? ) ! now I currently implement shader in texture. One thing left after, sorting .
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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
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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
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TI Z80 / Re: GLIB a graphics axe 3d librairy« on: December 15, 2013, 08:36:58 am »
texture have been reimplemnt (well not totally because quads still bugging)
runnig from 9 fps to 20 147
CaDan SHMUP / Re: Cadan v2 - Progress Thread« on: December 15, 2013, 05:45:53 am »
yay these routines look very cool
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TI Z80 / Re: GLIB a graphics axe 3d librairy« on: December 14, 2013, 08:54:45 am »
just .... at 6MHz
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TI Z80 / Re: GLIB a graphics axe 3d librairy« on: December 13, 2013, 12:30:59 pm »
well, I'll try implement this method . The speed will be a lot better then.
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TI Z80 / Re: GLIB a graphics axe 3d librairy« on: December 13, 2013, 12:19:20 pm »
some progress in the lib , 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 ), 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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