Close, had to use height:
glTranslatef(0.0f, 0.0f, -32.0f * ((GLfloat)height / 1024));
(yeah I'm using visual studio this time around :D) but it works perfectly.
Cheers.
Search found 30 matches
- May 27, 2016 14:37
- Forum: General
- Topic: Any OpenGL pros here?
- Replies: 3
- Views: 849
- May 27, 2016 14:07
- Forum: General
- Topic: Any OpenGL pros here?
- Replies: 3
- Views: 849
Re: Any OpenGL pros here?
Cheers dodicat, that's what i wanted it to do. I do remember last year using translate z by a ratio in my old test project here: http://www.freebasic.net/forum/viewtopic.php?f=15&t=23332 However I couldn't figure out how to get the proper ratio. I haven't tried anything yet but assume it'd be so...
- May 26, 2016 12:24
- Forum: General
- Topic: Any OpenGL pros here?
- Replies: 3
- Views: 849
Any OpenGL pros here?
Not really an fb question but I've done about 50 searches for an answer and haven't found what I'm looking for. I'd like to set up a stretchy window with the origin at the center of the window but when the window is stretched the 3D objects remain the same size. When using gluPerspective with the as...
- Feb 27, 2015 9:47
- Forum: Game Dev
- Topic: Unnamed OpenGL platformer
- Replies: 11
- Views: 4224
Re: Unnamed OpenGL platformer
Kinda getting mixed messages of both too fast and too slow. Just tried the full screen mode and found it worked best. The window mode was too high to fit my laptop screen. Managed to bounce up the chimney. It was all a matter of timing and remembering that unlike the real world you could still move...
- Feb 26, 2015 7:02
- Forum: Game Dev
- Topic: Unnamed OpenGL platformer
- Replies: 11
- Views: 4224
Re: Unnamed OpenGL platformer
Kinda getting mixed messages of both too fast and too slow. Here's a longplay of wonderboy 3: https://www.youtube.com/watch?v=OBdu19yBNkQ The character does have an inherent weighty feel. When you say slow do you mean the intentionally laggy camera or actual character/mob movement? ATM I'm removing ...
- Feb 25, 2015 9:21
- Forum: Game Dev
- Topic: Unnamed OpenGL platformer
- Replies: 11
- Views: 4224
Re: Unnamed OpenGL platformer
I had actually forgotten that I was rendering 30 tiles (cubes) each side of the camera independent of screen resolution and that was causing it to draw roughly 1340000 quads constantly. I've now made it to only render what will fit on the screen which drops this to roughly 340000 quads in 1024x768 a...
- Feb 24, 2015 14:30
- Forum: Game Dev
- Topic: Unnamed OpenGL platformer
- Replies: 11
- Views: 4224
Unnamed OpenGL platformer
Back when I was a kid my favorite game was Wonderboy 3: The Dragon's Trap for the sega master system. Since then I've wanted to make my own game with a similar style so for the past 2 weeks I set out to do just that. The game I'm making was initially a 2D tile based with each tile containing specifi...
- Feb 12, 2015 16:35
- Forum: General
- Topic: ScreenSync question
- Replies: 5
- Views: 1317
Re: ScreenSync question
Well it's just the wording on the wiki is kinda hard to understand. "If the program uses this small interval of time between frames to redraw the image, the flickering is greatly reduced. In that use, Screensync is a reminiscence of QB where there was only that equivalent method (WAIT &H3DA...
- Feb 12, 2015 11:27
- Forum: General
- Topic: ScreenSync question
- Replies: 5
- Views: 1317
ScreenSync question
Would I be right saying you put ScreenSync at the start of your loop then do all your processing and use ScreenCopy at the end? I assume for 60 FPS you need to get all your processing done in 16ms or less. Does the ScreenCopy eat any remaining cpu cycles until it's ready to copy to the screen? The r...
- Oct 09, 2014 9:21
- Forum: General
- Topic: screen flickering
- Replies: 25
- Views: 2722
Re: screen flickering
@frognik79 Avoiding the PUT command is the reason why I joined this discussion. The backbuffer needs to get implemented in each further grafic function and executes slow on boxes / OSs without grafic acceleration (DOS). @Gablea I see, I missed that part. afaik you only need to use ScreenLock/Unlock...
- Oct 08, 2014 11:53
- Forum: General
- Topic: screen flickering
- Replies: 25
- Views: 2722
Re: screen flickering
The PUT command makes a copy of the back image data to the current screen data. This may be slow on DOS systems without grafics hardware acceleration. In that case I'd use two screen buffers and just swap the pointers (instead of making a complete copy): #DEFINE ScnX 800 #DEFINE ScnY 600 #DEFINE Rn...
- Oct 08, 2014 8:52
- Forum: General
- Topic: Bug: for loop with pointers
- Replies: 22
- Views: 3477
Re: Bug: for loop with pointers
The IF or SELECT CASE wasn't the messy part I was talking about, it's the way you access the NextEntryDelta that's the mess. I'm not an expert, but this is probably roughly how I would write it to clear up the mess: Dim As Any Ptr pMem = Cast(any ptr, pSystemInfoBuffer) Dim As PSYSTEM_PROCESSES pSy...
- Oct 07, 2014 15:29
- Forum: General
- Topic: Bug: for loop with pointers
- Replies: 22
- Views: 3477
Re: Bug: for loop with pointers
It was rhetorical, I know for a fact that there isn't another function.TJF wrote:Because you didn't ask yet.frognik79 wrote:Why don't you tell me what the proper function to get a thread's state.
- Oct 07, 2014 6:56
- Forum: General
- Topic: Bug: for loop with pointers
- Replies: 22
- Views: 3477
Re: Bug: for loop with pointers
This messy code isn't caused by FB. Its your personal style and the messy API you use, which make the code unreadable (and slow). Have a look at WITH and SELECT CASE AS CONST . This is test code purely to test results and will be overhauled, please don't lecture me on basic semantics. The IF or SEL...
- Oct 06, 2014 15:29
- Forum: General
- Topic: Bug: for loop with pointers
- Replies: 22
- Views: 3477
Re: Bug: for loop with pointers
Correct. It makes me a little uncomfortable though, the way you're casting the pointer in order to increment it. It relies on the cast holding a reference to the original pointer, and not just its value. The approach I would take is: use an Any Ptr most of the time to keep track of where you are, a...