Thank You
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vv3k70r
Member Since 12 Aug 2009Offline Last Active Apr 20 2011 08:52 PM
Community Stats
- Group New Member
- Active Posts 103
- Profile Views 2080
- Member Title GMC Member
- Age 32 years old
- Birthday September 4, 1980
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Gender
Male
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Location
Trelleborg, Sweden
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Interests
chicks, wine;
Posts I've Made
In Topic: D3d Linestrip Color
08 October 2009 - 06:16 PM
Thank You
In Topic: Erasing Text
08 October 2009 - 05:10 PM
In Topic: Displain Same Model In 2 Ways & Weight Of Verticle
07 October 2009 - 10:19 AM
About the first question, I believe Marzipan is a converter made by someone form the forum.
About the second question, I recommend to draw the lines slightly closer to the camera, thus applying d3d_add_scale (0.99,0.99,0.99) in between two translations that make the camera position the center of the scaling.
About the third question, I think realtime changing models is too slow, so I would recommend to make many models for many steps. But if you insist: you can use linear interpolation of the vertexes. If you are, say, 20% from position one to position two, then you count 1 - 0.2 = 0.8 times position one and add 0.2 times position two, for each coordinate. This way, normals will get shorter than one in general, but you can fix that by dividing out the length.
Thank You for answer Brac
3rd... I was thinkin this way... In fact changing model in real time is not a problem of speed, problem starts when wanna draw modified model in every step, that is fun
But for this I wanna use untexturized models with this wire net from question 2, to make it look a bit 80'-90' before texturing came
Marzipan You say... will try
Edit:
"thus applying d3d_add_scale (0.99,0.99,0.99)"
should be "extrude along normal" but its for editing, not "in game"
extremly complicated counting
In Topic: Perspectiv, Changing Fov Possible?
01 October 2009 - 04:42 PM
Look up for d3d_set_projection_ext(). The parameter 'angle' is the field of view in degrees.
It's, however, not possible to change the projection to anything other than perspective or ortho. E.g. fisheye is not possible unless one wants a really slow game.
Thank You Tepi.
I missed this ext... But I count a bit how many operations are needed to transfer unreal view to screen drawing and... Trully, it will be not fastest drawing ever. The great problem is in Zdepth, everything else is counted almost the same way.
So I will stay without playin fish eye and non Euclidical stage.
I was about to make some Alice in Wonderland level. With non Euclidical, dynamic geometry. Small, but refracted and hard to understund.
In Topic: Create_model Generate Id
27 September 2009 - 08:43 AM
Propably the problem I was trying to solve didnt exist, it simply returned me 0 because it was the first and only new created... Now I generate lot of them and value is changing.
Please excuse me for troubling You
I just slept with this problem and awake with fresh head, and found at once what was wrong.
Thank You for help
Edit:
Marten-in fact-my question was stupid... returned index was all the time "0", and I expected something like "10000x". It is why I tough that is wrong... But it was quite corect
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