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Messages - TheMachine02

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316
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: February 26, 2013, 06:37:30 am »
I think it does render invisible walls. So with grayscale, you get transparence.

no, this version doesn't rendering invisible walls  :'(
it draw all the wall, and don't clean buffers (distance rendering was not here), so it look like there is translucent wall....


.... but, I work on the engine !
-distance rendering (some bugs still here ...)
-"wired aspect" -> if all work correctly, the user will can choose the display mode
-pass from 3000 bytes to 4000 !  ;D
-translucent walls (and true translucent...)  ;D

(sorry, I can't upload the librairy rigth now  :( )

next step : textures !

317
The Axe Parser Project / Re: Features Wishlist
« on: February 11, 2013, 01:34:02 pm »
two request :

-a Zadd() command, for change the z-adress (I know axiom can do it, but I prefer an axe command)

-an rect command who can draw in buffer and back buffer in same time (if possible  :P )

318
[FR] Programmation Axe Parser / Re: Manipulation des appvars en Axe
« on: February 05, 2013, 12:55:38 pm »
si tu veux utiliser une appv pour stocker des spirites, il faudrait plus faire

Code: [Select]
GetCalc("appvA",40)->A
// j'ai l'adresse de l'appvar
[1111111111111111]->Pic0A
[2222222222222222]
[3333333333333333]
// on a pas besoin des autres pointeurs ( les pic0B,C) car Pic0B=(Pic0A+8) et Pic0C=(Pic0A+16)
// après on va copier les spirites dans l'appv
Copy(Pic0A,A,24)


et là, on aura une appv contenant tes spirites
après pour les utiliser, on fait :

Code: [Select]
GetCalc("appvA")->A
Pt-On(0,0,A)
Pt-On(8,0,A+8)
...

j'espère avoir été clair et surtout avoir bien compris ce que tu voulais faire ;D

319
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: January 26, 2013, 12:20:26 pm »
yes ; it's just a clipping issue due to axe numbers.
I will try to fix this soon  ;D

A litlle update :
GREYSCALES and faces definitions (you can choose the color of the face !)

3 levels greyscales and I reduce the size from nearly 4000 bytes to 3000  :thumbsup:

320
The Axe Parser Project / Re: Bug Reports
« on: January 25, 2013, 01:25:18 pm »
thank you. it work perfectly now !  :D

321
The Axe Parser Project / Re: Bug Reports
« on: January 25, 2013, 01:18:49 pm »
I was trying to have a list of values-tokens-chars ;D

322
The Axe Parser Project / Re: Bug Reports
« on: January 25, 2013, 01:10:02 pm »
we can't use with Disp EXP▶Tok ??

EDIT : sorry, I was confuse by the command list. With disp it says Disp EXP>Tok whereas with text it says Text PTR>Tok

323
The Axe Parser Project / Re: Bug Reports
« on: January 25, 2013, 01:02:57 pm »
it's seem there is a problem with >TOK command. It's disp very strange thing (and not only tokens)

324
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: January 25, 2013, 12:10:28 pm »
Hey, what version of AXE do you use to compile this? I'm using 1.2.1a, and I'm getting black screens at different locations.

it's axe 1.2.1a. That strange you have black screen (can I see a screenshot please ?)
(errr.... don't forget that the plolygones are render with black shapes...)

Im not sure the calc has enough memory to constitute a z-buffer or s-buffer. The way i usually do it is to sort each polygon by average z-value if that helps.
The big problems of this methode I haven't succed to create a fast sort routine ; and because I just can't sort it by the way I render things.
That's why I was looking for something else.
(and as I have understand of s-buffer, it's not taken so memory (but maybe I'm wrong))

325
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: January 24, 2013, 03:23:14 am »
thank you a lot !

by searching on net some algorithms to create illusion of sorted polygons, I found the usually z-buffer but it's seems that there is a lot better algorithms for speed : s-buffer (and it look like it's work with line of polygones, exactly the way I render them)
the problem is that I don't really understand how it's work (maybe my english level is too slow  ;D)

Yet, I think I found a good tuto :http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/s-buffer-faq-r668

so if anyone can help me ?

326
The Axe Parser Project / Re: Bug Reports
« on: January 11, 2013, 12:10:00 pm »
I succed to reapet this error 6 or 7 time on an emu.  O.O

It's look like it's a problem with a low memory situation. (RAM=10000 octets, ROM=12000 o and compiling a 5000 o prog)

And when it start to compile and there will be this error,  press ON during the comp will throw the error.  :o

This really a strange bug....


327
Miscellaneous / Re: Post your desktop
« on: January 10, 2013, 11:22:36 am »
And btw, does anyone remember the planet they were on in the second image? The one where they have to destroy the power generator with the imperial walkers, i want to know, since i forgot the name...

it's hoth (the ice planet) if my memory is good.

328
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: January 10, 2013, 11:06:10 am »
Sorry when i say 6-dof i meant '6-degrees of freedom' as in you can reliably move in all directions in 3d space.
ok. Basically I can do it but I haven't implemented this yet.

I'm talking syntax and what do the functions do... I know how to USE the library, just not how to program with it.
And here we are. The new library.

There is 4 important function.
GpGet() : handle the getkey
arguments : none
return : none

-rotation y axis [<-],[->]
-rotation x axis [del], [mode]
-zoom/dezoom [F1],[F5]
-up/down [F2],[F4]
-go forward/ [up],[down]

GpBegin(FLAG) : init the declaration of vertices
arguments : FLAG
choose between
GPQUADRI : the next vertices will be traited as an rectangle (need 4*nb poly vertices)
GPTRIANGLE : " as a triangle     (need 3*nb poly vertices)
return : none

GpVertex(X,Z,Y) : define a vertex
arguments : the position of the vertex
return : none

GpEnd() : finish the declaration of vertices and draw with black shape (you will can change this in the future)
if the number of the vertices is not good compare with the FLAG, return directly without drawing anything
arguments : none
return : none

If you look at the librairy, you will see many other functions. (GpRotated, GpPerpective,GpFace)
there are useless for the moment, so please don't use them !

The librairy use L1, compilated it does 4507 octets (big I know, but I am working on) and use pic1.

must use with axe 1.2.1a, (do to the 13 characters long and #ExprOn)

here an example prog :

Code: [Select]
.TEST
prgmGPLIB
While 1
GpBegin(GPTRIANGLE)
GpVertex(0,-10,0
GpVertex(0,10,0
GpVertex(20,10,0

GpVertex(20,-10,0
GpVertex(20,10,0
GpVertex(0,-10,0

GpEnd()

DispgraphClrDraw
Repeat getkey(0)
End
GpGet()
EndIf getkey(15)
Return

(I know this is slow but it's in 6MgHz  ;D)

329
The Axe Parser Project / Re: Bug Reports
« on: January 10, 2013, 06:38:48 am »
this morning I was compilating a programme
when I get

UNKNOW ERROR
99% compilating at second pass
 ???

-I try to see my source but it doesn't respond to any keys except [alpha] and [seconde] (the icon at right top corner was visible)
-some weird stuff with screen : blacks rects appear and dissapear quickly.

So I pull over batteries, have a clear RAM.
Then I check the memory (to see if anything was corrupt), and I see the axe appv in RAM :crazy:
size 16280 octets !!!!!!!!!!
I deleted it and then I have an other clear RAM
now everything is ok.


CALC STATE :
-Ti-84+
-hardware rev B
-OS 2.43

AXE STATE :
-ion compilating
-alpha on
-safety off
-ver 1.2.1a

I saddely lost the source but maybe I can rewrite it.

330
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: January 09, 2013, 10:57:40 am »
for the moment, I didn't upload the last version ; but when I've done that,you download it and add at the begin of the programme

Code: [Select]
.GTEST
prgmGLIB
...
your code here
...

and you can use the function provide by the library. (describe in the readme)
(all of this make me thought that I must post the file  ;D ; but many function is not finish)

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