Hi guys,
It might be easier to see how TSynEdit-2 has implemented triple-click and only add that .. instead of swapping to the entire fork.
K
Search found 1885 matches
- Tue Apr 30, 2024 9:00 am
- Forum: Feature requests
- Topic: Triple mouse-click to select entire line of text
- Replies: 4
- Views: 40
- Mon Apr 29, 2024 9:30 pm
- Forum: Feature requests
- Topic: Triple mouse-click to select entire line of text
- Replies: 4
- Views: 40
Re: Triple mouse-click to select entire line of text
Hi Ats, Is it possible to add a triple-click to select an entire paragraph? The regular TSynEdit control doesn't support this ( which is what ZGameEditor uses ) .. but apparently it was added to TSynEdit-2 in 2020. Article: https://blogs.embarcadero.com/syntax-highlighting-editors-in-delphi-cbuilder...
- Wed Apr 24, 2024 11:14 am
- Forum: General discussion
- Topic: Glow shader ES2/GL3
- Replies: 1
- Views: 76
Re: Glow shader ES2/GL3
Hi Ats, It doesn't glow outside the mesh. Is that a restriction due to me not using a texture, or is there something else that I don't understand in the logic? It doesn't have anything to do with whether you're using vertex-colors or a texture or not. A fragment shader will only process the pixels t...
- Sat Apr 20, 2024 7:00 am
- Forum: Bug reports
- Topic: Flickering issues in release mode
- Replies: 12
- Views: 242
Re: Flickering issues in release mode
Hi Ats, I always wondered why the planets with rings had severe z-order problems (but not on NVIDIA video cards). It's not really NVIDIA related / exclusive. When ZGE ( or a standalone made with ZGE ) boots it requests a pixel format for the OpenGL context from the OS. This is only a request though,...
- Fri Apr 19, 2024 4:38 pm
- Forum: Bug reports
- Topic: Flickering issues in release mode
- Replies: 12
- Views: 242
Re: Flickering issues in release mode
Hi Ats, I'm not sure if a 16-bit buffer is outdated, but if it dates back to 2001, there probably aren't many devices still working to use it. Perhaps an option to choose between 16 and 24 would be helpful? Same as legacy and ES2/GL3. I don't know. It's outdated yes. The RIVA TNT from 1998 already s...
- Fri Apr 19, 2024 2:41 pm
- Forum: Bug reports
- Topic: Flickering issues in release mode
- Replies: 12
- Views: 242
Re: Flickering issues in release mode
... @Kjell do you have an idea? Maybe the preview is using a depth buffer that is configured differently. I had no idea ZGE was (still) requesting a 16-bit depth buffer :shock: Anyway, the editor gets a 24-bit depth buffer for some reason, while standalones do get a 16-bit depth buffer ( on some sys...
- Thu Apr 18, 2024 5:09 pm
- Forum: General discussion
- Topic: How to retrieve screen resolution inside a shader?
- Replies: 4
- Views: 92
Re: How to retrieve screen resolution inside a shader?
Hi Ats, I'm writing a diffuse + dithering shader (I think I do), with a pixel density that stays the same regardless of the game resolution You could use gl_FragCoord for that. Here's a super-basic example .. "dithering" happens at pixel size of 4x4 pixels regardless of the viewport size (...
- Thu Apr 18, 2024 3:19 pm
- Forum: General discussion
- Topic: How to retrieve screen resolution inside a shader?
- Replies: 4
- Views: 92
Re: How to retrieve screen resolution inside a shader?
Hi Ats, I'm trying to retrieve the screen resolution inside a shader What do you need the screen resolution for in your shader? If it's just to calculate "ditherScale", then simply calculate that value in a ZExpression instead and pass the result as a ShaderVariable. But it's easier to giv...
- Wed Apr 17, 2024 7:44 pm
- Forum: Feature requests
- Topic: Change clipfar of mesh preview
- Replies: 2
- Views: 118
Re: Change clipfar of mesh preview
Hmm, @Ville: Maybe instead of just translating the preview ( of MeshEditFrame ) based on Mesh.BoundSphere, the (model)view matrix could also be scaled ( using BoundSphere.Radius ) so that the mesh fits in view by default? That way you don't have to fiddle with the clipping range / projection matrix. K
- Sun Nov 19, 2023 6:16 pm
- Forum: General discussion
- Topic: How to use the program including DLL on Android?
- Replies: 2
- Views: 29680
Re: How to use the program including DLL on Android?
Hi, I run a program on Windows using DLL, but when I compile it to Android, it doesn't run on Android, what should I do? A DLL file is very similar to a EXE file and is therefore platform-specific and will only work on Windows. Android has a similar shared library concept though, using the SO extens...
- Sun Oct 22, 2023 11:11 am
- Forum: Your projects
- Topic: Simplest FPS, escape from island game.
- Replies: 7
- Views: 40028
Re: Simplest FPS, escape from island game.
Hi zakkwylde, Sorry to bring up such an old post but i realized that the shot models in your FPS engine does not follow the crosshairs at extreme angles (i.e. vertically up and down). Would you know the fix for these? In order to fix jph's "basic_FP_engine_001.zgeproj" project, change the ...
- Mon Oct 09, 2023 9:43 am
- Forum: General discussion
- Topic: A way to set GL fog color?
- Replies: 4
- Views: 29793
Re: A way to set GL fog color?
Hi jinxtengu, Below is a simple example ( containing 8 white boxes and a animated camera ) that enables blue exponential fog with a density of 0.05: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGameEditor application" FileVer...
- Fri Oct 06, 2023 9:34 am
- Forum: General discussion
- Topic: ZGEBullet Collision Shape Viewer / Editor
- Replies: 14
- Views: 95044
Re: ZGEBullet Collision Shape Viewer / Editor
Hi Ats, Contrary to the zbtCreateTriangleMeshShape function, I don't get the points array. Should they be stored in a certain order? Nope .. the points don't have to be in a certain order. As quoted from the Panda3D documentation: A good analogy for a convex hull is an elastic membrane or balloon un...
- Thu Oct 05, 2023 10:26 am
- Forum: General discussion
- Topic: ZGEBullet Collision Shape Viewer / Editor
- Replies: 14
- Views: 95044
Re: ZGEBullet Collision Shape Viewer / Editor
Hi Ats, Just to be sure, what float* triangles array would look in ZGE for a single triangle, something like this? Yup .. the btTriangleMesh(false, false) call gives you a mesh with 3-components ( XYZ ) per vertex using 16-bit indices ( so no more than 65536 vertices total ). Then the addTriangle ca...
- Mon Sep 11, 2023 8:20 pm
- Forum: General discussion
- Topic: CollisionBounds fourth value?
- Replies: 3
- Views: 22881
Re: CollisionBounds fourth value?
Hi Ats, There is a fourth value that can be set for CollisionBounds, besides X,Y and Z. So what is it? It's ( currently ) not used by any of the collision styles. How to set/get it by code? Both XYZW and RGBA can be used with any 4D vector. So in order to access the 4th component of CollisionBounds ...