Quick Links: Download Gideros Studio | Gideros Documentation | Gideros Development Center | Gideros community chat
rrraptor - Gideros Forum

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Top Posters

rrraptor

About

Username
rrraptor
Joined
Visits
1,190
Last Active
Roles
Member

Comments

  • @rrraptor, that's really nice, i hope you will share the code. I will, but I need to make it faster, cuz right now its just light casting a lot or rays i also needed a way to determine if a point is in the shadow or lighted by at least one light, i…
  • So, thats what I was trying to make:
  • Damn, Im so dumb xD Its because of is3d flag that is passed to a Mesh constructor first. So the fix is very simple MeshBuilder = Core.class(Mesh, function() return false end)
  • @keszegh you can try to test your shader in KodeLife for example and see if it throws any errors? If not then, perhaps its not shader problem...?
  • Ok, I did it. You can close it with ALT+F4 on windows. But I successfully restored it by deleting GiderosMobile folder from %appdata%. Maybe you deleted wrong folder? Remove "windowState" line and should be fine...
  • How did u even closed it? xd I cant do it on windows.
  • A bit complicated xD local random = math.random local function clamp(v, min, max) return (v min) >< max end local function lerp(a,b,t) return a + (b-a) * t end Camera = Core.class(Sprite) function Camera:init(w,h) self.w = w self.h =…
    in camera Comment by rrraptor March 31
  • delete GiderosStudio folder in %appdata% ?
  • Hmm, how about that? In main.lua: local function LoadApp() -- setup variables, create scenes, load resources, etc. -- use getDeviceSafeArea end Core.asyncCall(LoadApp)
  • Added one more example: https://github.com/MultiPain/Gideros_examples/tree/master/NoiseFlowField
  • Made much more simpler version with viewport local VisibleW = 5 -- in tiles local VisibleH = 1 local COLUMNS = 5 local TILE = 32 -- WRAP effect setup local content = Sprite.new() stage:addChild(content) local mirror = Viewport.new() mirror:setCl…
  • With textures you are indeed limited to POT textures when repeating. Another technique is to use a viewport to your first sprite and place it next to the original sprite. Then slide the parent sprite modulo the size if the original sprite. You’ll ha…
  • @MoKaLux that is exactly what I did with RenderTarget. 4th argument is repeat flag. I kinda find the solution, but it requires to set width of RT to power of 2 number and then calculate proper tile size. So that works: local W = 9 -- amount of colu…
  • @hgy29 I made an update https://github.com/MultiPain/Gideros_FastNoise_binding/blob/master/binding.cpp Added tileable texture generation Added a separate function to set color table Color table format is changed to: {height_value, hex_color, […
  • but you can override the shader to use with a custom one on a sprite by sprite basis. I dont get it The only thing I can think is this: local fragmentShaderText = [[ uniform lowp vec4 fColor; uniform lowp sampler2D fTexture; varying mediump vec…
  • Another small update. Fixed a few bugs Renamed "setSolidBackgroud" to "background", "setTextureBackground" to "textureBackground" Now I'll try to add alignment
  • As far as I understand when you resize the window of your app all the elements adapt. Its not adapting to a screen size. You can do it by hands just in few lines. -- add resize listener with code: masterLayout:size(W,H) masterLayout:update()
  • @MoKaLux what do you mean?) There is no platform specific code at all. The only thing is: Layout:allowResize Its for debuging :P
  • Small update. Its possible now to add SUI component using "child" (or "childs") method like this: sui:layout(1280,720) :relSize(100,100) :cols() :paddingAll(4) :wrap(Layout.WRAP) :childs{ Layout.new(200):relHeight(100):cols():margin(4):padd…
  • so i still need a bloom shader that works 'out of the box' (meaning that there is no need to use multiple rendertargets etc lua additional work). I dont think its possible Steps you need to reproduce: One RT for thresholded brightness texture, sec…
  • @MoKaLux its easy to parse As an example, thats how you can get shader code: require "json" local APP_KEY = YOUR_KEY_HERE local STATUS = "" local Loader = UrlLoader.new() function queryShaderToy(search) local str = "https" .. "://www.shaderto…
  • @keszegh there is one in gideros examples
  • @keszegh exactly
  • i notice it also has this ":" thingy which was in @n1cke 's library and which seemed very alien to lua and to me. i'm not sure i even understand what happens there. local layout = Layout.new() :relSize(100,100) :cols() :childs{...} Same as local …
  • Also, added gamma correction shader: https://github.com/MultiPain/Gideros_examples/tree/master/GammaCorrection Its super simple Hm, the problem is that you cant apply shader to a Mesh :P
  • @keszegh create antialias border apply shader? Made an example: https://github.com/MultiPain/Gideros_examples/tree/master/FXAA_shader
  • @keszegh probably what you are looking for is this: https://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/#gradients
  • @MoKaLux as a suggestion, add pcall() to prevent app from crushing if something went wrong. Something like that: local TestClass = Core.class(Sprite) function TestClass:init() local gfx = Pixel.new(math.random(0xffffff),1,32,32) gfx:setAnchorPoint…
  • @rraptor, wild guess: UAC ? try to run your player/exported project under administrative rights... No, its because of the Cyrillic alphabet in the folder path with exe