Search found 402 matches

by kattle87
Tue May 19, 2009 1:19 pm
Forum: Your projects
Topic: Vector Locust - TIGsource "cockpit compo" entry
Replies: 42
Views: 40494

As far as I can remember and I can read from Wikipedia, the standard is rotate around Z axis then around X (also called N) then around Z... where X,Y,Z are the axes of the rotating frame (the model's one, just to be clear). Instead ZGE does a X then Y then Z rotation. I agree this is quite the simpl...
by kattle87
Tue May 19, 2009 11:15 am
Forum: Your projects
Topic: Vector Locust - TIGsource "cockpit compo" entry
Replies: 42
Views: 40494

Ok, I'm almost there. I discovered what was the so-damn-hard part of the problem. It lies in the way ZGE handles rotations (a quite non-standard way ^^) A lot of stuff would probably be easier if the end user was given direct access to the function glRotatef(), since it allows rotation around an arb...
by kattle87
Mon May 18, 2009 6:13 am
Forum: Bug reports
Topic: MeshLoad
Replies: 2
Views: 4977

Actually, more than a bug, it was a feature used to create the recursive "tree" mesh. But I do agree that we must limit somehow the risk of the final user to set up such an infinite loop. Maybe some global counter that asks for the user if it's normal that he loaded a texture something lik...
by kattle87
Sun May 17, 2009 1:26 pm
Forum: Your projects
Topic: Vector Locust - TIGsource "cockpit compo" entry
Replies: 42
Views: 40494

That tutorial is based on the same idea I had ^^
I could try that out. I still had not fully understood quaternions (must google for something that makes it clear how they works, in the sense of how the end user uses them) so I don't know if quaternions rotations are worth implementing or not :/
by kattle87
Sun May 17, 2009 12:02 pm
Forum: Your projects
Topic: Vector Locust - TIGsource "cockpit compo" entry
Replies: 42
Views: 40494

I once banged my head a little around, and maybe I actually can came up with some solution. However, 3D geometry is far more difficult that one could imagine. I can try to sort something out, by using vectors and rotations in a "smart" way. I will let you know what I came up with.
by kattle87
Sun May 17, 2009 7:31 am
Forum: General discussion
Topic: Video Tutorials
Replies: 42
Views: 49622

Since you got a 7600 as video card, I would expect your system to be fine if you are going to record a 15 FPS video with virtual dub and some specific "desktop-codec". You will probably need 1 GB free space if you do it my way. Maybe less if you don't record audio (or compress it! I forgot...
by kattle87
Sat May 16, 2009 7:15 pm
Forum: General discussion
Topic: Beta release 1.9.7b
Replies: 77
Views: 73656

Not really a bug... but the user can't name anything that has the same name of a function used in the ZExpressions... EG: floor, ceil, tan, sin, and so on...

Is this inevitable?
by kattle87
Sat May 16, 2009 7:13 pm
Forum: General discussion
Topic: Video Tutorials
Replies: 42
Views: 49622

I just discovered that I can use VirtualDub as well, it works like a charme and since I love that program every day more (even if I have been using it for let's say 6 years!) I'm going with that. It can also make the "follow the mouse" kind of recording. Just spent some time making a tutor...
by kattle87
Sat May 16, 2009 5:29 pm
Forum: General discussion
Topic: Video Tutorials
Replies: 42
Views: 49622

Can I ask... What program did you used for this?
by kattle87
Sat May 16, 2009 4:39 pm
Forum: General discussion
Topic: Beta release 1.9.7b
Replies: 77
Views: 73656

It is probably because of a div by zero then... :D It's the easier way to crash an application but one should get a "division by zero" error then, shouldn't he? To JPH: this was the reason for me to add the ZExpression INSIDE the bitmap creation ^^. For what concerns the way convolution wo...
by kattle87
Fri May 15, 2009 4:12 pm
Forum: Feature requests
Topic: Static array/array initialization
Replies: 0
Views: 5041

Static array/array initialization

A nice feature as described by JPH in this post: http://www.emix8.org/forum/viewtopic.php?p=2284#2284 now is official, I want it too!!! :) maybe even implemented the same way the mockup was ^^ Proposal for the source code: -make it the same the DefineConstant is and add a "DefineCostantArray&qu...
by kattle87
Fri May 15, 2009 4:04 pm
Forum: General discussion
Topic: Beta release 1.9.7b
Replies: 77
Views: 73656

Ok here we go with some maths then ^^ as you said, the numbers used in the matrix are the multipliers of every single pixel around the centered pixel (in this case the central is multiplied by "4"). All the adiacent pixels are multiplied by the corresponding value in the matrix including t...
by kattle87
Thu May 14, 2009 3:06 pm
Forum: General discussion
Topic: The Usability Thread
Replies: 7
Views: 7930

But just to get some feedback on Ville's questions already. You are right: 1) I agree with "What confused me most when first using ZGE was .. how do I do anything :roll:"Jumping right into the Editor without taking the time to do the basic tutorials was a bad idea." I would like to a...
by kattle87
Thu May 14, 2009 10:11 am
Forum: General discussion
Topic: The Usability Thread
Replies: 7
Views: 7930

One thing that REALLY annoys me is the following: if you get some kind of error while creating a bitmap, the code will keep trying to update the bitmap again as soon as you close the error message. This will put you in a really difficult situation: you must be able to deselect the bitmap component i...
by kattle87
Thu May 14, 2009 10:05 am
Forum: Off-topic
Topic: Introduce yourself!
Replies: 18
Views: 42583

Here I am! Name: Francesco Surname: anonymous ^^ Born: 1987 in "Home" Home: A little town near Ancona, Italy "Student" home: Milan Occupation: studing math engineering, now I am attending the 3th year (on a total of 6) Hobbies: read the Ville ones, add loosing endless times on th...