Author Topic: SWGPTG - 02 - Drawing Basic Shapes  (Read 27908 times)

caballero

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Re: SWGPTG - 02 - Drawing Basic Shapes
« Reply #60 on: December 31, 2019, 06:19:36 AM »
 :biggrin: Don't know if you refer to me, because my name is Alfonso, if this would be the case... I will focus this subject a bit later, you can get a good reference here:

https://lodev.org/cgtutor/tunnel.html
The logic of the error is hidden among the most unexpected lines of the program

daydreamer

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Re: SWGPTG - 02 - Drawing Basic Shapes
« Reply #61 on: December 31, 2019, 09:59:32 PM »
:biggrin: Don't know if you refer to me, because my name is Alfonso, if this would be the case... I will focus this subject a bit later, you can get a good reference here:

https://lodev.org/cgtutor/tunnel.html
I meant Caballero
thanks, I like your turning tunnel in other thread,but I think it can be made with a different approach,make curved tunnel in C and use break; in loop when detect its turned into hidden pixels
related to tunnels are star gate animation that start when you step thru it


my none asm creations
http://masm32.com/board/index.php?topic=6937.msg74303#msg74303
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caballero

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Re: SWGPTG - 02 - Drawing Basic Shapes
« Reply #62 on: January 03, 2020, 04:32:05 AM »
I've just uploaded many of the examples for 6th chapter at the moment only in Spanish. I have reduced the compilers to fasm, poasm and tinyc, I am too old to manage others that are basically the same. At the moment all of them are in tinyc and some in fasm, I will populate ASAP. Here the examples in tinyc.

Here the codes compiled for now.

Edited: all the demos for the sixth chapter up today
« Last Edit: January 04, 2020, 08:03:17 AM by caballero »
The logic of the error is hidden among the most unexpected lines of the program

daydreamer

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Re: SWGPTG - 02 - Drawing Basic Shapes
« Reply #63 on: January 04, 2020, 03:30:46 AM »
I've just uploaded many of the examples for 6th chapter at the moment only in Spanish. I have reduced the compilers to fasm, poasm and tinyc, I am too old to manage others that are basically the same. At the moment all of them are in tinyc and some in fasm, I will populate ASAP. Here the examples in tinyc.

Here the codes compiled for now.
looks good,except when maximize maybe it would help to use "round pixels",in fireworks
your sine/cosine LUT inspired me to experiment and got spinning kinda Milky way
my none asm creations
http://masm32.com/board/index.php?topic=6937.msg74303#msg74303
I am an Invoker
"An Invoker is a mage who specializes in the manipulation of raw and elemental energies."
Like SIMD coding

caballero

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Re: SWGPTG - 02 - Drawing Basic Shapes
« Reply #64 on: January 04, 2020, 03:57:43 AM »
I think that the full screen fireworks do not look bad, obviously you could increase the resolution with a higher CPU load, the current version hardly uses it. Other demos of fireworks that I have seen make intensive use of the CPU.
The logic of the error is hidden among the most unexpected lines of the program

caballero

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Re: SWGPTG - 02 - Drawing Basic Shapes
« Reply #65 on: January 04, 2020, 07:49:15 AM »
I have tried to upload several images and programs for the sixth chapter but it seems that the server rejects them and I do not see the reason very well, maybe it is that I have exceeded some file limit or something (it is a freeware hosting)... I am already beginning to be older to fight with such stupid things.

If there is anyone there, I would appreciate if you could try the program that I attached here (which I have also tried to attach to my site). This is a bumpmapping demo, for this I have used a standard Windows font called "Impact". And this is where my doubt comes: if really everyone would have it in their system and if someone would appear in a way that exceeded the window boundaries.


You should move your mouse over the windows for the demo take effect.   :thumbsup:


Regards
The logic of the error is hidden among the most unexpected lines of the program

HSE

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Re: SWGPTG - 02 - Drawing Basic Shapes
« Reply #66 on: January 04, 2020, 08:54:02 AM »
Apparently it's not possible to see anything... fortunately look like if my mouse have a lantern  :biggrin: :biggrin:

Impact is here  :thumbsup:
Equations in Assembly: SmplMath

FORTRANS

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Re: SWGPTG - 02 - Drawing Basic Shapes
« Reply #67 on: January 04, 2020, 09:17:29 AM »
Hi,

If there is anyone there, I would appreciate if you could try the program that I attached here (which I have also tried to attach to my site). This is a bumpmapping demo, for this I have used a standard Windows font called "Impact". And this is where my doubt comes: if really everyone would have it in their system and if someone would appear in a way that exceeded the window boundaries.

   It runs here on Windows 2000.  Impact font is
shown in "Control Panel", "Fonts".

Regards,

Steve N.

Siekmanski

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Re: SWGPTG - 02 - Drawing Basic Shapes
« Reply #68 on: January 04, 2020, 10:02:47 AM »
Windows 8.1

Creative coders use backward thinking techniques as a strategy.

caballero

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Re: SWGPTG - 02 - Drawing Basic Shapes
« Reply #69 on: January 04, 2020, 10:46:31 AM »
Hey!, thank you for your help, guys!  :thumbsup:
The logic of the error is hidden among the most unexpected lines of the program

caballero

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Re: SWGPTG - 02 - Drawing Basic Shapes
« Reply #70 on: January 07, 2020, 04:14:52 AM »
Hello, I have updated the sixth chapter for plasmas, static and dynamic. I attached here several samples related to plasmas:

- PlasmaEstaticoWC01. A static plasma example.
- PlasmaDinamicoWC01. The same as before, but this time is dynamic.
- PaletaPlasmaWF01. This program shows the palete used by the plasma. It is very useful to know if the palette is adecuated for so.
- CubeCTexPlasmaMModWC01. A 3d rotating cube with a dynamic plasma for corrected texture.

Any feedback would be welcome, as ever  :thumbsup:

Regards
The logic of the error is hidden among the most unexpected lines of the program

caballero

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Re: SWGPTG - 02 - Drawing Basic Shapes
« Reply #71 on: January 07, 2020, 10:32:36 PM »
Hello, a note on dumping the palette structure miPaleta. TinyC allows to dump it as a integer, that in the end it is what it is, but strictly speaking it is a structure and it should be treated as is. So the right way to use it, that is what PellesC and others c expect is:

Code: [Select]
color = miPaleta[i].Azul | (miPaleta[i].Verde<<8) | (miPaleta[i].Rojo << 16);
This is the right way, more than casting it. I use in TinyC "color = miPaleta" because TinyC allows me to do so and it is smaller and smarter. With above you may loose a few cycles but don't believe that you could realize that.

Regards.
The logic of the error is hidden among the most unexpected lines of the program

caballero

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Re: SWGPTG - 02 - Drawing Basic Shapes
« Reply #72 on: January 09, 2020, 08:48:35 AM »
Shadebob
The logic of the error is hidden among the most unexpected lines of the program

caballero

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Re: SWGPTG - 02 - Drawing Basic Shapes
« Reply #73 on: January 10, 2020, 08:54:47 AM »
BuddahBrot and BuddahGirl
The logic of the error is hidden among the most unexpected lines of the program

mineiro

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Re: SWGPTG - 02 - Drawing Basic Shapes
« Reply #74 on: January 10, 2020, 10:53:56 AM »
I'd rather be this ambulant metamorphosis than to have that old opinion about everything