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Thread: GLXTreem

  1. #11

    GLXTreem

    This looks pretty awesome for what you're trying to do. Does this do 3D only? What 2D stuff can you do so far? Lines? Antialias lines? Bitmaps with transparency settings? JPG support? I'm a novice at 3D stuff, so the easier I can implement 3D stuff into my 2D/3D games the better.

    Cant seem to download it now.. 800k comes down and completes.. And it's supposed to be around 4MB? Maybe you're sending up a new file.. I'll try tomorrow.

  2. #12

    RE : GLXTreem

    Hi Andreas,
    Will GLXTreem be ported to Linux?
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  3. #13

    GLXTreem

    Quote Originally Posted by Philth
    This looks pretty awesome for what you're trying to do. Does this do 3D only? What 2D stuff can you do so far? Lines? Antialias lines? Bitmaps with transparency settings? JPG support? I'm a novice at 3D stuff, so the easier I can implement 3D stuff into my 2D/3D games the better.

    Cant seem to download it now.. 800k comes down and completes.. And it's supposed to be around 4MB? Maybe you're sending up a new file.. I'll try tomorrow.
    No it doesn't do 3D only. It has support for Bitmaps and Jpegs, Animations, maskning, alphablend, rotating, strechdrawing and blending. Bitmaps with transparency isn't supported without aplhamasks, don't really know how to do this. Also some standard functions such as Rectangle, Circles and lines, currently without antialiazing but will be added in the next release.
    Also have quite a bit support for 3D rendering, camera controll (need to update the camerapath unit), Milkshape Objects, Quake3 BSP Levels, buggy WavefrontOBJ, Unoptimized Terrains and the standard primitives: Planes, Lines, Qubes, Sheres, Cones. No colision routines are avaiable as now, but im planning on learning it better and then try to implement a class for it.

    The upload died, but now it's all there.

    Quote Originally Posted by savage
    Hi Andreas,
    Will GLXTreem be ported to Linux?
    As i haven't any acces to a Linux computer and never worked i linux i'm afraid that I willn't port it. But it's open source so be my guest =) But i recomend waiting as the component's are so frequently updated.
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

  4. #14

    GLXTreem

    Nice work, Andreas.

    Some tips for the next release:
    - delete all the backup files (the files with a tilde (~) in the extension).
    - the DOF, CFG, DDP, DCU and JBF files can go as well.
    - limit the size of the textures. One of the demos has a 769KB texture (512x512 24-bit) that could quite easily by reduced to 256x256 with little loss in quality, but a huge reduction in file size.
    - Demos\Models\Quake3BSP is missing Unit1.pas
    - Provide the Terrain demo as a separate downloadable ZIP. It is by far the largest single module in the distribution.

  5. #15

    GLXTreem

    I downloaded it, and it seems to work pretty well. A couple of the demos complained about the lack of GLXTextures though. One demo (can't remember which one) crashed with an access violation, as well.
    [size=10px][ Join us in #pgd on irc.freenode.net ] [ Sign the Petition for a Software Patent Free Europe ][/size]

  6. #16

    GLXTreem

    I'll go over all the demos, TGLXTextures is now more, TGLXImageList has replaced. Is working on the ide editable parts of the components, for GLXLightning all properties is now editable from the ide, also made that GLXTextures automatically changes to orto mode when drawing. Added a program for editing the texturefiles. Will update the components witin a couple of hours.

    If anyone has any ideas for component's or functions please post a mess.

    Heard of lack of support for delphi 5, will se if i can install D5 and fix it.
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

  7. #17

    GLXTreem

    Just uploaded the new version. Many nice things added, but much more to add =)
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

  8. #18

    GLXTreem

    BTW, shouldn't GLXLightning be called GLXLighting?
    [size=10px][ Join us in #pgd on irc.freenode.net ] [ Sign the Petition for a Software Patent Free Europe ][/size]

  9. #19

    GLXTreem

    Quote Originally Posted by Useless Hacker
    BTW, shouldn't GLXLightning be called GLXLighting?
    Why should'n it ?
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

  10. #20

    GLXTreem

    Quote Originally Posted by AndreasL
    Quote Originally Posted by Useless Hacker
    BTW, shouldn't GLXLightning be called GLXLighting?
    Why should'n it ?
    It is, is it not, a component to handle lighting? Whereas lightning is that phenonemon you get in electrical storms. Therefore, it would seem logical to name the component "GLXLighting" not "GLXLightning". QED.
    [size=10px][ Join us in #pgd on irc.freenode.net ] [ Sign the Petition for a Software Patent Free Europe ][/size]

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