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Messages - TheMachine02

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241
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: September 27, 2013, 01:05:48 pm »
What do you exactly want as shader ?  ;D

242
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: September 26, 2013, 11:27:34 am »
this is the exact screen that as been posted by nikitouzz a few post ago, but I am glad that you like it  :D

EDIT : by the way, I forgot to tell you that a little update is coming =)

243
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: September 12, 2013, 02:40:51 pm »
yeah text command slow down the program a lot. But in comparaison of th texture routine, it's almost nothing  ;D

244
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: September 12, 2013, 12:58:00 pm »
Yeah it's not a perfect fps counter, just a thing to gave an idea of the speed  :P

245
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: September 11, 2013, 09:43:54 am »
good guess  :P

One variable who increment in the main loop, and every second, I save it and put it back to 0. Every frame, I display the saved value.

246
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: September 10, 2013, 04:37:07 am »
Its very good, but its strange that when zoomed out the fps doesnt change?

yeah, sometime, fps counter stop be updating when using wabbitemu, but on real calc he work well. I don't know what causing this, though.
I also comfirm that this is a 15Mhz screenshoot ( it's +-3 fps at 6Mhz...)

247
Humour and Jokes / Re: If there was tech support in botswana...
« on: September 06, 2013, 12:49:20 pm »
The end of the world

How can we still go to omni if the end of the world happen ?

248
Yay a 3d RPG  :D   
I can only tell you one thing for the moment - there is a work ... in progress :P

Oh and this is just awesome work matref

249
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 28, 2013, 08:47:58 am »
I dynamic light depending of the view point, and I reuse part of backface culling

250
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: July 28, 2013, 08:46:31 am »
Just wow  :crazy:

251
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 24, 2013, 10:09:41 am »
Just a little post to tell you my progress.

I have currently a basic light engine which work fine (It a little slow, however ) , and I start the portal things  :P

252
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 14, 2013, 01:04:54 pm »
Yeah that could work. I don't know if this will be faster, though  :P . I think I will give it a try

253
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 12, 2013, 07:16:24 am »
MEGA UPDATE OF THE DEATH !!!!    :P

I splited the librairy in two part, mostly to decrease the total program weight
GCORE : the main lib, contains most of basic 3d function
GPOLY : the polygons handling lib

I simply rewamped all the librairy. Polygons gestion is now a LOT better, as well as 3d processing.

A lot of things is planed :
A GOBJCT lib, to have an object gestion
GPORTAL lib : portal rendering !
some new function in the GPOLY lib...

I you have any problem, just ask me.

In the zip, you can find:
prgmGCORE and prgmGPOLY, the lib
prgmGEXAMPLE : GPOLY lib example
prgmGCUBE : GCORE lib example

compile with  axe 1.2.1a !

Last thing to say : I have not fully tested all the commands, so there can still bugs.
MAKE SURE TO BACKUP ALL YOUR DATA BEFORE USING GLIB !

254
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 11, 2013, 05:30:38 am »
This tuto is weird. I use this method, but I only do the cross product. Taking the tuto code, I remove the

Code: [Select]
         double len=sqrt(A*A+B*B+C*C);
         A=A/len; B=B/len; C=C/len;

line, since by definition, the cross product give one of the possible normal vector of the face. No need to normalize the vector. This vector give automatically the plane equation of the face, ax+by+cz-d=0. I then replace the x,y,z value by the x,y,z camera position , and check the sign of the result.

255
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 10, 2013, 12:59:43 pm »
I simply perform the normal vector of each faces using a cross product. With that, I have the plan equation of the face, and I check the camera pos according to this equation. The result is positive or negative, and I hide face according to data definition. The only thing that we have to worry is  when all the points of the face is not on the same plan (sqare only), but one workaround is to increase geometry complexity (or simply be careful)

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