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  • http://forum.giderosmobile.com/discussion/1887/improve-performnace-with-mesh Btw., forum search tool acts kind of weird, I always have to go trough google site:forum.giderosmobile.com word
  • @keszegh great links, nice and simple tutorial, even I could understand most of it
  • @pie Ill try a bit harder to do it with mesh before I go with that : ) @oleg That cmd rotates whole mesh obj, I wanted to rotate only selected vertices from vertexArray, not sure if I was very clear what I want to achieve
  • Thank you veeery much It works !
  • Just extended it a bit more to be useful for buttons and stuff Circle = Core.class(Mesh) function Circle:init(__, r1,r2, WID, HID, COLOR, ALPHA, STEPs, PULL, CUT) local STEPS = STEPs or math.floor((math.pi/4)*r1) local COLOR = COLOR or 0 local …
  • @pie Yes, sort of, but I would need to dig too deep, I think, to understand how svg path works. The great thing is that we can use InkScape to export svg paths. Also it seam that only if you draw path2d with outlines enabled, you can get clear antia…
  • btw, if you draw too big or too small circle you may want to control "steps" on your own, cause my formula is super bad
  • sure, after I spent about half an hour I guessed that too
  • I was troubled cause I thought +1will let me avoid getting 0 (cause I cant use 0 in array) but it only made me problems cur = 1 mod = 13 local arr = { 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17} print((arr[cur]% mod)+1) cur = 1 -> returns 2 cur =…
  • I have a stupid question about lua why does modulus start from 0 ? if they wanted more "humanly" language and moved arrays to start from 1 whats the point of modulus starting from 0 ? I know it is possible to force array to start from 0 by arr[0] …
  • Great! Thanks! It actually has all the tools but very little guides on this matter (or Im missing something again(or it is hard to find it)). a class based on a mesh with 9x2 triangles and an appropriate texture array would be the most elegant and…
  • wow thats awesome, and I missed that too so this saved me couple of lines and its much easier to write function patch_9(img,cut,wR,hR) local t = Texture.new(img, true) local tx = Bitmap.new(t) local w,h = tx:getWidth(), tx:getHeight() local r…
  • Not really what i needed but I came up with my patch9 function function patch9(img,cut,wR,hR) local tx = Texture.new(img, true) local w,h = tx:getWidth(), tx:getHeight() local rt = RenderTarget.new(wR, hR) --top part local r1 = TextureRegion.…
  • I think I found it. Its called slice9 class: http://forum.giderosmobile.com/discussion/7380/slice9-class#latest You also posted there, a method using setTextureCoordinateArray Im looking at it right now, trying to understand it
  • i changed : dependencies { implementation files('libs/gideros.aar') //TAG-DEPENDENCIES// implementation 'com.android.support:multidex:1.0.3' implementation 'com.google.android.gms:play-services-ads:16.0.0' } to this: dependencie…