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Messages - TheMachine02

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256
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 10, 2013, 11:25:31 am »
A litlle screenshot to show the backface culing thing. Note that a lot of lines can be remove, I currently work on this.  :P
Vertex isn't process if face is remove.

It's currently run at +-31 fps, but I hope gain more speed.


257
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 09, 2013, 01:25:04 pm »
That looks AMAZING!!!

Keep up the good work, as always!
thanks  :D

Matref, I finally don't need your backface culling, because I manage to create something user-friendly (well I hope so  XD ) and which can manage backface culling, as well as a LOT of other things  ;D
But, I really want to see how you do it  :)

Anyway, I am close to the update, but there is some very bad bugs I want to correct before the release, so maybe tomorrow. I don't think I will have the time to correct everything this evening, though  :P

258
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 09, 2013, 09:25:40 am »
Either way it looks great ... but i was wondering how the texture is mapped. It looks like an 8x8 texture but it appears to have taken a triangle slice of the texture? Or is the whole 8x8 texture not mapped to a single triangle (since it should look distorted when you map a square to a triangle).

It map a texture according with the U,V coordinate in texture space given at the 3 points who made the triangle

Matref, your backface culling is very interesting. Since I rewamp the polygons sytem, I was forced to remove z-sorting, and I start to study this method in fact  ;D. I will be happy if you can explain me this.

Anyway, some new screeenshots (and I work now hard on the lib to release it as fast as I can !)

259
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 08, 2013, 04:09:37 am »
no, it' won't help. Resolution of screen is independent from the calculation process  :P
But in order to get speed I can decrease the drawing resolution of the texture, and they will be ugly  ;D
Do you mean reduce the actual texture size or just make it more pixelated while making the outline standard? Reducing the texture size would probably look too ugly since it's already very small to begin with. >.<

No, it's just make more pixelated when drawing.
I was thinking tomorrow for the next update, I hope I will have time to finish everything I want to do  ;D

260
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 07, 2013, 04:56:39 am »
no, it' won't help. Resolution of screen is independent from the calculation process  :P
But in order to get speed I can decrease the drawing resolution of the texture, and they will be ugly  ;D

261
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 06, 2013, 08:01:02 am »
Yeah of course. Clipping are mainely for indoor scene, as well as portals.

A very very very very  :P  super good new :

TEXTURES WORKS !!!!  :w00t:

but it's slllllllloooooooowwwwwwwwwwwwwwwww  :crazy:

262
Axe / Re: Routines
« on: July 04, 2013, 12:30:29 pm »
Oh yes effectively.   I take Y<64 for Y<<64    ;D
I don't know if   !If Y.π1111111111000000  is more faster  ,thought

263
Axe / Re: Routines
« on: July 04, 2013, 12:20:06 pm »
there is just a little problem in your routine  :P , wich is, in other part very good
You don't do a perfect clipping due to one line :

Code: [Select]
If Y<64

who let enter in the drawing part even if y<0 ...
you can do this instead :

Code: [Select]
!If Y.π1111111111000000

if y<0 or Y>64 it will not draw anything  ;D

264
Gaming Discussion / Re: The LEGO of Zelda
« on: July 03, 2013, 12:12:25 pm »
I love too Back To The Futur !
And ... they produce it. It's just  *.*

265
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 03, 2013, 09:25:42 am »
Well,well...

I use a 2d method and a 3d one.
The clipping line routine first check if the 2 point we want to draw is not behind the camera.
If so, it's apply the cohen sutherland algorithm to clip the line in 2d
If one point is behind camera, it's calculate the 3d coordinate of the two needed point and then clip in 3d. (clip against the camera x,y plane)
It's simply after render with the 2d clipping line routine.

The result is a good clipping, but a very slow thing when calculating the 3d clipping. I have optimizations in mind, though  :P
Filled surface is not clip for the moment

This seems to be able to do what my 3D engine kept failing at, and at a thrutely great speed.

I am not agree with that. You have texture, and they give me a very hard time !

Else :
*You can of course take any part of the librairy you want at each update, as long you credits me  ;D
*I don'y (currently) know how to handle collision (but you can be sure I will find a way)
*I can't currently make screenshot, sorry
*And of course thanks for all support  :D

EDIT: 200 posts  :w00t:

266
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 02, 2013, 05:39:36 am »
O_o I forgot to precise it's a 6Mhz screen and there is a pause 100 in the principal loop (principally to catch  bug)  ;D

267
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 02, 2013, 04:58:46 am »
no don't worry, it's not dead at all  ;)     I currently work actively on it....
It's just I prepare you a super mega update of the death  :P

Anyway, here is the last progress :

268
Axe / [AXE] cohen sutherland algorithm... with a little bug
« on: June 26, 2013, 12:27:06 pm »
As I need a fast cliping line algorithm, I use this one.   ;D
So I program it, and he looks to be fine. But, in some cases the line is completly false (it draws another line that I need)
I simply can't find why he does that.
If someone has an idea ... ?

The code : (unoptimized, I know  :P )

Code: [Select]
.TE

ExprOn
pi0000->^^oINSIDE
pi0001->^^oLEFT
pi0010->^^oRIGHT
pi0100->^^oBOTTOM
pi1000->^^oTOP
.Code

L1->^^oXMAX+2->^^oYMAX+2->^^oYMIN+2->^^oXMIN+2->^^oGCode

0->XMIN->YMIN
95->XMAX
63->YMAX
0->F->G
Fix 5

Repeat getKey(15)
GCLine(F,G,48,32)
HLine(YMAX)
HLine(YMIN)
VLine(XMIN)
VLine(XMAX)
!If getKey(48)
getKey(3)-getKey(2)+F->F
getKey(1)-getKey(4)+G->G
Else
getKey(3)-getKey(2)+XMAX->XMAX
getKey(1)-getKey(4)+YMAX->YMAX
End
Text(1,1,F>Dec
Text G>Dec

DispGraphClrDraw
End
Fix 4
Return

Lbl GOutCode
^^oINSIDE->GCode
If r1-XMIN//32768
^^oLEFT->GCode
ElseIf XMAX-r1//32768
^^oRIGHT->GCode
End

If r2-YMIN//32768
GCode+^^oTOP->GCode  //or
ElseIf YMAX-r2//32768
GCode+^^oBOTTOM->GCode //or (16bit)
End
Return GCode

Lbl GCLine
GOutCode()->r5
sub(GOutCode^^r,r3,r4)->r6
Text(50,1,r5>Dec

While 1
!If r5+r6  //16-bit  or
Line(r1,r2,r3,r4
Return
End
ReturnIf r5.r6

If r5
r5->B
Else
r6->B
End

If B.^^oBOTTOM
r3-r1*(YMAX-r2)//(r4-r2)+r1->X
YMAX->Y
ElseIf B.^^oTOP
r3-r1*(YMIN-r2)//(r4-r2)+r1->X
YMIN->Y
ElseIf B.^^oRIGHT
r4-r2*(XMAX-r1)//(r3-r1)+r2->Y
XMAX->X
ElseIf B.^^oLEFT
r4-r2*(XMIN-r1)//(r3-r1)+r2->Y
XMIN->X
End

!If B-r5
GOutCode(X,Y)->r5
Else
X->r3
Y->r4
sub(GOutCode^^r,X,Y)->r6
End

ReturnIf getKey(15)
End
#ExprOff

A screenshot to show the bug :

269
TI Z80 / Re: [Axe] Picraft 2
« on: May 31, 2013, 02:04:23 pm »
If you need help, I can give some, though  :P

EDIT: and try to not double-post.
You can simply edit your message with the EDIT button =)

270
Axe / Re: [TUTO] 7 level interrupt grayscale in Axe
« on: May 21, 2013, 11:38:11 am »
It's seem great !
But....
One thing to said :
just don't use this :

Code: [Select]
!If (T++^10)

remove the parenthesis because they are useless...
and you should precise that you have to change the value after ^ (or not) to find the perfect greyscale lvl of one calc (It's just test, though)

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