IIRC, the fog fragment shader widget that I wrote so long ago
used screen space depth buffer information to calculate the
distance from the viewer. Maybe you could take a look at that...
Search found 1173 matches
- 21 Jun 2013, 01:54
- Forum: Community Blog
- Topic: [map] Shader fun - this is a dev blog
- Replies: 25
- Views: 9394
- 05 Apr 2012, 02:59
- Forum: Feature Requests
- Topic: Music during Loading Screen
- Replies: 5
- Views: 1776
Re: Music during Loading Screen
If you are going to stream from the lobby, might I suggest:
http://shop.muzak.com/
"Sell more, Reduce perceived wait time" - what more could you want?
http://shop.muzak.com/
"Sell more, Reduce perceived wait time" - what more could you want?
- 04 Dec 2011, 12:45
- Forum: Off Topic Discussion
- Topic: Two Diamonds Linked by Quantum Entanglement
- Replies: 4
- Views: 1605
Re: Two Diamonds Linked by Quantum Entanglement
1. diamonds are a girl's best friend. 2. chicks dig chicks (there are plenty of excellent films that prove it) 3. ... nonsensical logic goes here ... 4. throw in some papaya cream and a little boom-chika-wa-wa music... entanglement is bound to occur. P.S. apologies to the 2.1% of the SpringRTS popul...
- 05 Jul 2011, 11:12
- Forum: Engine
- Topic: How I achieved fullscreen windowed mode with spring
- Replies: 33
- Views: 7918
Re: How I achieved fullscreen windowed mode with spring
Ya, I started poking around and found the link that I edited into my last post. I've always hated "fullscreen" apps that take control of everything (luckily, being a linux user, it's rarely an issue). A snippet of SpringRTS code (rts/System/SpringApp.cpp): sdlflags |= globalRendering->full...
- 05 Jul 2011, 10:36
- Forum: Engine
- Topic: How I achieved fullscreen windowed mode with spring
- Replies: 33
- Views: 7918
Re: How I achieved fullscreen windowed mode with spring
What would be required to get windowed-fullscreen working in windows?
Is it just a matter of issuing a command to resize the window so that it
covers the entire screen?
http://stackoverflow.com/questions/6927 ... indows-api
Is it just a matter of issuing a command to resize the window so that it
covers the entire screen?
http://stackoverflow.com/questions/6927 ... indows-api
- 17 Jun 2011, 13:56
- Forum: General Discussion
- Topic: A good time to be an engine dev!
- Replies: 8
- Views: 1724
Re: A good time to be an engine dev!
http://mingw-w64.sourceforge.net/
(Add your project! -- mailto:mingw-w64-public@lists.sourceforge.net)
(Add your project! -- mailto:mingw-w64-public@lists.sourceforge.net)
- 31 May 2011, 03:59
- Forum: Engine
- Topic: widgets + gadgets =
- Replies: 15
- Views: 3209
Re: widgets + gadgets =
"What's in a name? That which we call a rose By any other name would smell as sweet." A poll is fine, pick a name and stick with it. It's doesn't have to be a great "functional" name like plugin, module, widget_gadget_combination, lua_code_that_does_synced _unsynced_and_some_unsy...
- 28 May 2011, 22:42
- Forum: Engine
- Topic: Name for main categorie of widget & gadget
- Replies: 35
- Views: 7688
Re: Name for main categorie of widget & gadget
+1TheFatController wrote:Sprocket
- 28 May 2011, 18:59
- Forum: Engine
- Topic: Name for main categorie of widget & gadget
- Replies: 35
- Views: 7688
Re: Name for main categorie of widget & gadget
@FLOZi:
For something else, though SpringRTS could use it. IIRC, jk
was reworking the SpringRTS files, so you're already in good
hands.
For something else, though SpringRTS could use it. IIRC, jk
was reworking the SpringRTS files, so you're already in good
hands.
- 28 May 2011, 01:44
- Forum: Engine
- Topic: Name for main categorie of widget & gadget
- Replies: 35
- Views: 7688
Re: Name for main categorie of widget & gadget
doodad
Laugh if you want, but that's the name I'm using in my
reincarnation of widgets.lua/gadgets.lua (that being said,
the name used for modules is configurable).
Laugh if you want, but that's the name I'm using in my
reincarnation of widgets.lua/gadgets.lua (that being said,
the name used for modules is configurable).
- 27 Apr 2011, 17:51
- Forum: Off Topic Discussion
- Topic: My new Keyboard
- Replies: 39
- Views: 7675
Re: My new Keyboard
I never mentionned any "epic" layouts, I just noted that QWERTY is crap (designing a keyboard layout is a game of trade-offs, there is no ideal that works best for everyone). As for the "public computers" argument, I've never found it to be that much of an issue. If you just need...
- 27 Apr 2011, 14:34
- Forum: Off Topic Discussion
- Topic: My new Keyboard
- Replies: 39
- Views: 7675
Re: My new Keyboard
All those keyboards are crap, their physical key
layouts are vestiges of the clunky old typewriters
of decades and centuries past. Symmetric splayed
or orthogonal layouts make more sense for human
hands.
P.S. The QWERTY layout is crap too
layouts are vestiges of the clunky old typewriters
of decades and centuries past. Symmetric splayed
or orthogonal layouts make more sense for human
hands.
P.S. The QWERTY layout is crap too
- 29 Mar 2011, 15:02
- Forum: Game Development
- Topic: Spring.SetUnitStealth and .fbi vs .lua
- Replies: 12
- Views: 4592
Re: Spring.SetUnitStealth and .fbi vs .lua
unitDef ~= unit
Want you want is the GetUnitStealth() function, which does not exist.
Want you want is the GetUnitStealth() function, which does not exist.
- 08 Jan 2011, 21:30
- Forum: Help & Bugs
- Topic: [Solved] How to bind the § key?
- Replies: 9
- Views: 5718
Re: How to bind the § key?
excerpt from uikeys.txt: // // Extra Run-Time Commands // // /keyload : loads the uikeys.txt bindings (does not clear current bindings) // /keyreload : loads the uikeys.txt bindings (clears current bindings first) // /keysave : save current bindings to 'uikeys.tmp' (NOTE: 'tmp' vs. 'txt') // /keysym...
- 24 Dec 2010, 05:47
- Forum: Off Topic Discussion
- Topic: what is your keyboard and why do you like it?
- Replies: 39
- Views: 8217
- 01 Dec 2010, 16:51
- Forum: Lua Scripts
- Topic: dealing with luaui conflict in non conventional manner.
- Replies: 32
- Views: 9910
Re: dealing with luaui conflict in non conventional manner.
Because even disabled widgets can mess stuff up when they're badly written. I still suggest that the spring widget and gadget format be rewritten to something like this: if (WantConfig) then return { name = 'widget_name', author = 'blah blah', enabled = false, } end -- rest of the code The widget h...
- 01 Dec 2010, 14:36
- Forum: Game Development Tutorials & Resources
- Topic: easiest way to edit alpha channel for teamcolor?
- Replies: 5
- Views: 9621
Re: easiest way to edit alpha channel for teamcolor?
You can also use the gimp channels dialog
to control which channels (RGBA), are active,
and which channels are visible. I've never
had a need to decompose an image unless
the decomposed layers were the end product.
to control which channels (RGBA), are active,
and which channels are visible. I've never
had a need to decompose an image unless
the decomposed layers were the end product.
- 26 Nov 2010, 00:03
- Forum: Game Development
- Topic: Games and their Widgets
- Replies: 56
- Views: 6077
Re: Games and their Widgets
- black-listing is not likely to work
(not that the current setup is iron-clad)
- create a luaui-unlocked mutator, and have at it
IIRC, the one big loophole left in the LuaUI API was
the unitID tracking vs. loss of LOS and radar. Is that
the reason for mods and games using LockLuaUI.txt?
(not that the current setup is iron-clad)
- create a luaui-unlocked mutator, and have at it
IIRC, the one big loophole left in the LuaUI API was
the unitID tracking vs. loss of LOS and radar. Is that
the reason for mods and games using LockLuaUI.txt?
- 13 Nov 2010, 20:32
- Forum: Balanced Annihilation
- Topic: Bug report: gadget handler skips frames
- Replies: 8
- Views: 2552
Re: Bug report: gadget handler skips frames
One thing to note about the EventClientList.h example is the "purify()" function (if anyone wants to take a shot at fixing the C++ code). The reason for purify() is to avoid problems when an EventClient is removed while the list iterator pointing to it is active (being used to run code). O...
- 13 Nov 2010, 20:22
- Forum: Balanced Annihilation
- Topic: Bug report: gadget handler skips frames
- Replies: 8
- Views: 2552
Re: Bug report: gadget handler skips frames
As you can see from the last commit date,
this hasn't been touched in a while. As a
matter of fact, almost all BZFlag development
has ceased 8^)
EventClientList.h
http://bzflag.svn.sourceforge.net/viewv ... iew=markup
this hasn't been touched in a while. As a
matter of fact, almost all BZFlag development
has ceased 8^)
EventClientList.h
http://bzflag.svn.sourceforge.net/viewv ... iew=markup