Search found 402 matches

by kattle87
Fri Jul 31, 2009 10:24 am
Forum: Bug reports
Topic: BitmapBlur
Replies: 2
Views: 4439

Yesterday while I was finishing patching the code my Laptop gave me a nice blue screen "Hardware failure: NMI Parity check/Memory parity error". The ugly is that a Video Ram Test clearly shows that video memory is not working... Warranty ends in some 10 days so I hope to get this replaced....
by kattle87
Thu Jul 30, 2009 6:37 pm
Forum: Bug reports
Topic: BitmapBlur
Replies: 2
Views: 4439

The problem is convolution (and several bitmap producers) work with TZVector3f instead of TZVector4f.

I'm sending an UNTESTED patch to Ville after dinner.
by kattle87
Thu Jul 30, 2009 6:31 pm
Forum: Bug reports
Topic: BitmapPixels
Replies: 2
Views: 4327

For some reasons I never saw this post before...
I feel like it being better now :P yes it was the way I intended it to work.
by kattle87
Thu Jul 30, 2009 8:22 am
Forum: Releases
Topic: Beta release 1.9.8b
Replies: 89
Views: 110847

This is not the "correct" way of doing it, it's just different one. What I am describing here is an "intelligent loop" component (I will call it MeshLoop from now on) that automatically transforms the meshes you add inside it (So you still have to use a MeshCombine component, but...
by kattle87
Wed Jul 29, 2009 1:11 pm
Forum: Releases
Topic: Beta release 1.9.8b
Replies: 89
Views: 110847

We are speaking about a component made for creating a mesh not in real-time, and it doesn't really have to work this way! Of course you can do it in a different way but I do think this is the easier to be programmed. Maybe the whole can be done with a recursive function in an easy way, too, but that...
by kattle87
Wed Jul 29, 2009 11:31 am
Forum: Releases
Topic: Beta release 1.9.8b
Replies: 89
Views: 110847

I am starting to delineate such a component: I would like to see it done this way: -Main iterator, possibly containing a visible counter and a rotation/scale/position property. When those values are modified, the matrix corresponding to the current iteration is modified. Otherwise, the matrix remain...
by kattle87
Tue Jul 28, 2009 7:29 pm
Forum: Releases
Topic: Beta release 1.9.8b
Replies: 89
Views: 110847

I was just thinking about getting 2 transform producers: -Mesh transform: dunno about accumulation checkbox -Mesh Transform group: similar to render transform, but for meshes :P I would love to see a separated component that works in a similar way a loop component works, and it would be dedicated to...
by kattle87
Tue Jul 28, 2009 10:54 am
Forum: Releases
Topic: Beta release 1.9.8b
Replies: 89
Views: 110847

Ok guys I think we should get instead of a single meshtransform matrix a stack of matrices to be coherent with the OpenGL transform stack. I hope this is easy to implement... I know how to use templates in C++. I don't have any idea about how to do this with Object Pascal.
by kattle87
Sat Jul 25, 2009 10:23 pm
Forum: Releases
Topic: Beta release 1.9.8b
Replies: 89
Views: 110847

Well, actually, this might be difficult to do since the components are made so that the scale property is part of the generic mesh component, so it does work the same for every mesh producer. And scaling before creating a sphere might be quite not useful, so we can't change that. Still, I think we m...
by kattle87
Sat Jul 25, 2009 7:06 pm
Forum: Releases
Topic: Beta release 1.9.8b
Replies: 89
Views: 110847

this is the approximation I'm computing :D
but if you look carefully at it, you will see that the "normals towards up" are not normal to the upper surface, because they should be like this:
by kattle87
Sat Jul 25, 2009 6:55 pm
Forum: Releases
Topic: Beta release 1.9.8b
Replies: 89
Views: 110847

Wrong :( this is fine until you do not use the scale property. This is because the scale property in ZGE can make 2 surfaces "slide", so the normals won't be correct any more. Both if you scale adeguately or you do not.
by kattle87
Sat Jul 25, 2009 4:40 pm
Forum: Releases
Topic: Beta release 1.9.8b
Replies: 89
Views: 110847

Bug: Normals are not updated using the transform component :P Solution: Add an autonormals property or apply the micropatch I sent to Ville... (Just added 2 lines of code). EDIT: my solution is still not correct. The problem is terribly more complicated than one could expect... Let's say that if you...
by kattle87
Sat Jul 25, 2009 1:45 pm
Forum: Releases
Topic: Beta release 1.9.8b
Replies: 89
Views: 110847

last offtopic post, I promise.
Kjell, could you delineate how this matrixtransform component could work? Since I can't find any way to make this work on every other component, actually.
And no need for FBOs, really. We just need a better handling on the load bitmap and the bitmap combine.
by kattle87
Sat Jul 25, 2009 8:28 am
Forum: Releases
Topic: Beta release 1.9.8b
Replies: 89
Views: 110847

I guess this is useful for building a mesh without moving the starting point of the mesh. Now I got it. But I can't figure out a way to make this useful in a bitmap component :D But yes I could still have some work to do on the bitmaps... Namely the light component and the NoiseBitmap. I'm thinking ...
by kattle87
Fri Jul 24, 2009 7:30 pm
Forum: Releases
Topic: Beta release 1.9.8b
Replies: 89
Views: 110847

About the accumulation property... I still was not able to understand what it really does... :oops: