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ZioRed

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  1. ZioRed

    Internet Explorer 9

    I've set it as default browser (even if it's still beta) on my Win7 x64 and istantly "pinned" Werkspace (so I wait for the hotlinks on my context menu soon ), no problems here and it seems as quick as Chrome, don't know why Lazlo has those performance issues, my CTRL+T opens a new tab in 0.3s, but I disabled all the plugins which hits more than 0.3s to load. EDIT: an issue is when I click on an image thumb controlled by the script of this site (I'll try more sites which have the same script to handle automatic thumbnail with zoom in as lightbox), clicking on the image it redirects to the image instead of opening the javascript zoom window.
  2. Internet Explorer 9 beta has recently been released and one of the new features is the chance to enabling a website as "app" wich will has its own space on your system and will be opened in its own window, just dragging its "favicon" from the address bar of IE to your Windows taskbar (from here it will be a "pinned site". Once "pinned", the link on the taskbar can handle a collection of custom links which will be listed inside the context menu clicking on the link with the right mouse button: To create a link in the context menu you need write the following meta tag: <meta name="msapplication-task" content="name=%MENU ITEM TEXT%;action-uri=%URL TO LINK%;icon-uri=%ICO FILE%"/> An example meta tag is one of those from Facebook: <meta name="msapplication-task" content="name=News;action-uri=/home.php?sk=nf;icon-uri=/images/icons/app/news.ico"/> You can add more meta tags with the following "name" attribute: application-name: The name of the shortcut. If missing, the document title is used instead. msapplication-tooltip: Optional text that is displayed as a tooltip when the mouse pointer hovers over the pinned site shortcut icon in the Windows Start menu. msapplication-starturl: The root URL of the application. If missing, the address of the current page is used instead. Only HTTP, HTTPS, or FTP protocols are allowed. msapplication-navbutton-color: The color of the Back and Forward buttons in the pinned site browser window. Any named color, or hex color value as defined by Cascading Style Sheets (CSS), Level 3 (CSS3), is valid. For more information, see Color Table. If this meta element is absent, the color is based on the shortcut icon. msapplication-window: The initial size of the pinned site browser window. Content sub-elements provide size as number N, separated by a semicolon. width=N (minimum 800) height=N (minimum 600) msapplication-task: Up to five tasks can be predefined. Tasks appear as options on the shortcut menu of the pinned site shortcut when it pinned to the Start menu or taskbar, or when the application is running. Content sub-elements provide task details. Separate values by using semicolons. name=STR; action-uri=URI; icon-uri=URI
  3. Yes, it exports animations too. You can export from Blender to one of the dozen formats supported by UU3D (through the free plugins on their download page) and from there you can export in GMF format (the plugin is available on that page). Or you can export directly from 3D Studio Max if you use it, through Arbuz's plugin for 3DSMax
  4. ZioRed

    OO Font

    +1 I agree with this, possibly creating a TFont class where we can set everything (name, size [if possible, it's a pain to do DDS for each font size we need], color, styles [italic/underline/bold even all at once]). The only addition of Vector4 color is not enough for me, since it saves only one line of code.
  5. ehm.. I disagree with this, a browser is more than an app, it's a container of apps, facebook and many other (Google Chrome OS?) are only few example of what a browser is capable to do.. it's not so impossible that in the future some good 3D games will be deployed on a browser, take a look at O3D This is good
  6. Isn't it enough simply not to call ForEachEntityInAABBDo when you are in "pause scan" mode (with some flag in your code)? As Lumooja said it seems you don't register callback in an event driven way, the callback you specify within ForEachEntityInAABBDo is only called when you call ForEachEntityInAABBDo in your code.
  7. I would really like to see an official and complete wrapper for .NET with full access to every engine C/C++ commands (like the old Core.* functions named as the C/C++ official from 1.32 .NET headers) shipped with the engine or the library be a managed DLL. I must admit that Lazlo and Tyler made a very good work with the new .NET header 2.0 but still I don't like to have a "custom engine.dll", I just want to use the official engine.dll
  8. EDIT: ops Macklebee beats me on the same answer
  9. ZioRed

    GUI system

    I'd prefer an internal engine GUI (scalable whenever is possible, so everyone can however integrate more GUIs like CEGUI or WebKit or whatever they prefer) which doesn't require any other external library. Automatic mantain ratio on resolution switch would be also a great feature (yes I know we can do on our own but would be nice if the GUI system handles it automatically).
  10. I prefer to mantain Maps and Models in separated folders to avoid a waste of unrequired space when many objects are present in more levels. For the technical question, if you really don't need them to change why don't turn your properties into variables (or better constant in an external .lua to include in any model you need, like the .lua in the Scripts/Constants folder)?
  11. Yes it seems to me that the headers currently miss the "Color" in the Leadwerks.ShadowMode enum, but I think it should work if you use it in a SBX.
  12. GetKey/SetKey are still methods of every object: object:SetKey(key,value) object:GetKey(key,value) They are declared in class.lua
  13. Perhaps I have an old version? Where is the code lines which handle the vegetation layers on gamelib?
  14. I didn't find anything about vegetation management there, it has TScene::LoadMap which however calls the engine's LoadScene function and then processes with its own ProcessSceneInfo and ProcessScene methods for internal processing. And I neither found no engine functions to load or set vegetation layers, so it seems that Rick's solution fits better (creating on the fly a new sbx file with only terrain and vegetation stuff).
  15. I still don't know shaders coding, but I noticed that postfilter_desaturate.frag defines LW_DESATURATE while inside postfilter.frag there are no checks for it but only for LW_SATURATION on line 234: #ifdef LW_SATURATION Include "saturation.frag" #endif May be it is a bug or I am completely wrong (I checked on all frags/verts and didn't find any define for LW_SATURATION).
  16. I have tried SimpleIni, it's really simple
  17. ZioRed

    Suggestions

    Never figured out how to give reputation to members until now, thanks to klepto I will from now
  18. If you will go to accept this request, I would suggest to add an optional parameter to auto-show/hide the entities with "false" as default value, just to avoid invalidating any previous code. However I think that the case of a mesh blocking the visibility of its entity falls more in the field of game design than engine logic.
  19. If you're using the 1.32.8 wrapper there is not Engine.Initialize, you should call Framework.Initialize after Graphics.Initialize (if you will get an error calling this, probably you're importing the System.Drawing using, in that case you can remove the using or prefix "Leadwerks."), watch the tutorial or download the templates (you need to overwrite the DLL after you save the solution in your project directory because the one shipped with the templates is before 1.32.8, they will be replaced with new versions as soon as the new stable wrapper has been released in the next weeks): Graphics.Initialize(800, 600); Framework.Initialize(true); FileSystem.AbstractPath = "C:/Leadwerks Engine SDK"; while (!Keyboard.KeyHit(Key.Escape) && !Window.HasRequestedClose()) { Framework.Update(); Framework.Render(); Graphics.Flip(); } Engine.Terminate();
  20. Nice work, could be even nicer if you expose configuration settings to the plugin such as the SDK path (most plugins can use the SDK converters so we can write Forms to enable/disable the command-line options). If you would like to add the configuration settings, then it would be useful to allow a plugin to be configured too in the same option Form.
  21. I tried against the code of the tutorial "Introduction to Models" and have 101 entities count using "ENTITY_MODEL | ENTITY_BODY": #include "engine.h" #include <cstdio> #include <sstream> int entities = 0; void _stdcall myfunc( TEntity entity, BP extra ) { entities++; } inline float rnd( float min=0.0, float max=1.0 ) { return min + ((float)rand()/RAND_MAX)*(max-min); } int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd ) { Initialize() ; RegisterAbstractPath("D:/LE/2.32"); SetAppTitle( "ConsoleCPP" ) ; Graphics( 800, 600 ) ; TWorld world = CreateWorld() ; if (!world) { MessageBoxA(0,"Error","Failed to create world.",0); return Terminate(); } TBuffer gbuffer=CreateBuffer(GraphicsWidth(),GraphicsHeight(),BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL); //Create a camera TCamera cam=CreateCamera(); CameraClearColor(cam,Vec4(0,0,1,1)); PositionEntity(cam,Vec3(0,2,-10)); //Create a light TLight light=CreateDirectionalLight(); RotateEntity(light,Vec3(45,45,0)); //Create a render buffer TBuffer buffer=CreateBuffer(800,600,BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL); TModel model=LoadModel("abstract::oildrum.gmf"); if (!model) { MessageBoxA(0,"Error","Failed to load mesh.",0); goto exitapp; } SetBodyMass(model, 1); for ( int n=1; n<=100; n++ ) { model=CopyEntity(model); PositionEntity(model,Vec3(rnd(-5,5),rnd(5,15),rnd(-5,5))); RotateEntity(model,Vec3(rnd(0,360),rnd(0,360),rnd(0,360))); SetBodyMass(model, 1); } //Main loop while(!KeyHit(KEY_ESCAPE)) { //Update the world UpdateWorld(); //Render the scene SetBuffer(buffer); RenderWorld(); //Render lighting SetBuffer(BackBuffer()); RenderLights(buffer); entities = 0; ForEachEntityDo(reinterpret_cast<byte*>(myfunc), 0, ENTITY_MODEL | ENTITY_BODY); //std::string s; std::stringstream out; out << entities; //s = out.str(); DrawText(0, 30, out.str().c_str()); //Swap the front and back buffer Flip(); } exitapp: return Terminate(); }
  22. Don't know if it's the correct way, but have you tried to pass ENTITY_BODY to ForEachEntityDo() as last parameter?
  23. As far as I remember the collision type parameter that you pass to the pick function is not the one of the "pickable entity" but of the raycast itself.
  24. I wrote a simple program which I use as base for some editors (it uses 1.32 version of wrapper and LETKControl).
  25. I don't know how will be different the code from the new incoming wrapper, but I wrote a "getting started" which used the 1.32 version of the wrapper (I don't think the new wrapper will be enough different to invalidate that tutorial or the other one I wrote for Lights, if needed I will update them when the new will be released).
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