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

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
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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? ![]() 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 ?
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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
![]() ![]() runnig from 9 fps to 20 ![]() 147
CaDan SHMUP / Re: Cadan v2 - Progress Thread« on: December 15, 2013, 05:45:53 am »
yay
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TI Z80 / Re: GLIB a graphics axe 3d librairy« on: December 14, 2013, 08:54:45 am »
just
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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
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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
![]() ![]() anyway, I sightly modified the shader, made them more secure (this one is for you matref ![]() 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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