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hgy29

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hgy29
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  • 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…
  • @rraptor, sure you can do that But that shader won't work for non textured shapes, particles, Path2D, etc... There are 11 shaders types used in Gideros: - Basic (Solid color, no texture, no per vertex color) - Color (Per vertex color) - Texture (…
  • finally having read the enlightening article recommended by @rrraptor and looking for a solution i've found this article: https://learnopengl.com/Advanced-Lighting/Gamma-Correction so wouldn't this little change help?: glEnable(GL_FRAMEBUFFER_SRGB)…
  • Hi @keszegh and @MoKaLux, getTextelSize returns the size of a texel as @keszegh guessed, that is 1/(gpu texture width),1/(gpu texture height). And it is a member of TexturreBase, not RenderTarget. https://github.com/gideros/gideros/blob/master/luabi…
  • No, use the '-o' option to specify g3dj format
    in 3D Animation Comment by hgy29 March 23
  • @MoKaLux, export to FBX from blender, then use fbx-conv-win32 to convert it to g3dj (JSON) format. You may need the '-f' option too: https://github.com/libgdx/fbx-conv/blob/master/README.md
    in 3D Animation Comment by hgy29 March 23
  • Not sure why it doesn’t work, but you can’t return something from ‘init’. You should use Core.class to subclass AlertDialog
  • Seems like something difficult to fix, I am not even sure we can fix it. Without understanding what goes on internally, I think you should prevent it at your side: put a catch all and discard sprite on top of your scene whenever you open an alert di…
  • @rraptor, wild guess: UAC ? try to run your player/exported project under administrative rights...
  • @keszegh, I tried to reproduce your issue with a simple code: local bg=Pixel.new(0xB0FF,1,300,100) stage:addChild(bg) local steps=20 local stsz=300/steps for k=1,steps do local s=Pixel.new(0xFF4000,1,stsz,100) stage:addChild(s) s:setX((k-1)*stsz)…
  • They are only working on QT based exports I am afraid
  • https://wiki.giderosmobile.com/index.php/Application:get print(application:get("directory","pictures"))
  • FYI: https://github.com/gideros/gideros/commit/f1601683136a6631cd5aac773f7472ca0fe891d7 R/W access to clipboard is implemented on QT
  • Actually You can use make really nice normal maps with gimp, although what we call normal maps are bump maps in reality. I already used gimp plugin to make snake skin bump map in the past, the effect when applied to a real 3D object was really good.…
  • No, you’ll have to wait for next release, or build gideros yourself...
  • I added it to Gideros last week: https://github.com/hgy29/gideros/commit/792a23d350965a82b56f904eb1aec3c6232b0583
  • Corona virus and Gideros cure ?
  • @MoKaLux, yes, but it is not a fix at all, you just disabled shadow mapping
  • Ok, it sems that your device support all features, but would rather the shader to be declared as a 'version 3' than just a 'version 1'. Not sure if that will be enough, but can you try to add #extension GL_EXT_shadow_samplers : enable after the simi…
  • @PaulH and @talis, thanks for your input. It seems to be a lfs issue but I had a quick look at their code (and our modified version), and I may have spotted the issue: they use '_findfirst' series of function under windows, but expect the result to …
  • @MoKaLux, it seems like a device specific issue, can you tell me what Gideros writes about OpenGL support when you run your poject ? There are afew 'print' lines at the top of 3DLighting to give opengl version and what extensions are supported
  • It uses the LocalFolder as returned by UWP API. S/O suggest it will be something inside Users's AppData/Local/Package directory: https://stackoverflow.com/questions/35006558/windows-storage-applicationdata-current-localfolder-path-changes-the-path-d…
  • 1) You can use body:getTransform():getX() 2) You actually get a Matrix from getTransform(), unfortunately reactphysics3d don't handle scaling. https://github.com/DanielChappuis/reactphysics3d/issues/103
  • I am not sure, you can check this thread where hgy29 is implementing the same thing as yours? http://forum.giderosmobile.com/discussion/comment/62320/#Comment_62320 I am not doing the same, @salesiopark is (I think) redefining a whole new API that c…
  • @rraptor, I don't know but it happens to me too. I suspect something due to using QT or some windows thing, since it only happens on the windows player to me. Maybe the way gideros emulates fixed fps using timer events in QT.
  • So now we know: you have to write at least 5 posts before being allowed to include links
  • The forum don’t allow new users to post links, I am not sure what is the criteria to be considered as a new user though, probably the number of posts.
  • Yes, it is not perfect, I know
  • So here is Corona Cannon sample built with Gideros: http://hieroglyphe.net/gideros/CoronaCannon/ Original game: https://coronalabs.com/blog/2016/02/02/corona-cannon-a-new-corona-sdk-sample-game/ No changes in original code, just a bunch of files a…
  • Back to Corona, I made substantial progress on my adaptation layer. I almost have a full corona sample game working: corona cannon. Of course I only implement things needed for this particular example, but in a way that original source don’t have to…