DruggedBunny

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Viewing 15 posts - 16 through 30 (of 347 total)
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  • in reply to: Simple image shader (GLSL) #15961

    DruggedBunny
    Participant

    Updated and placed code on GitHub.

    WebGL version [Only testing on Firefox!]

    in reply to: Simple image shader (GLSL) #15948

    DruggedBunny
    Participant

    Also quite cool back in 256 x 192 but with colour clash turned off. (Separate link; again recommend full-screening it. Key L is still available to toggle low-res mode off.)

    in reply to: Simple image shader (GLSL) #15947

    DruggedBunny
    Participant

    Well, 256 x 192 is rather a “challenging” candidate for turning a low-contrast, fairly washed-out, realtime rendered scene into 8 Spectrum colours (each with associated ‘dark’ version) with correct colour-clash, and without sampling every 8×8 block of pixels (a MASSIVE framerate hit since GLSL isn’t meant to read anything other than the ‘current’ pixel), it wasn’t feasible to select a suitable foreground and background colour that avoided constant flickering between the two as the scene changed, so I’ve amended the Spectrum’s display size.

    Here’s how the scene would be rendered if the Spectrum’s display size was 1024 x 768 instead of 256 x 192, but still with correct colours and clash.

    Full-screen it. (Only testing web version in Firefox, apologies.)

    I’ll upload my code once I’m done messing about…

    in reply to: Polygonal Decomposition – Concavity Support #15945

    DruggedBunny
    Participant

    [EDIT: Oopsie, ha ha.]

    in reply to: Simple image shader (GLSL) #15940

    DruggedBunny
    Participant

    Hmm, weird, just installed Chrome and it’s working fine here! What platform/gfx card you on?

    in reply to: Simple image shader (GLSL) #15938

    DruggedBunny
    Participant

    Ah, only tried in FF, web not really being my main target, but had to do a few tweaks to get that to work. Get the impression cross-browser shaders are not a lot of fun!

    in reply to: Simple image shader (GLSL) #15936

    DruggedBunny
    Participant

    Update to Speccy Island!

    Hit L to go Low-res, Spectrum-style, with attribute clash.

    Hit P in low-res mode to toggle real colours. Full-screen it!

    L gets back to normal res/colours.

    Still WIP, but finally got a decent-performing shader that at least outputs legit Spectrum-compatible imagery, needs much tweaking still.

    In theory, you could save a bunch of frames and display them for real on the Spectrum, as-is… which I’ll eventually try.

    in reply to: Polygonal Decomposition – Concavity Support #15935

    DruggedBunny
    Participant

    Interesting, saved!

    There’s a vaguely similar module in the Ted2Go Module Manager (under Build menu), png2polygon, might be of interest if you haven’t seen it — produces polygons from PNG images, worked really well as far as I recall.

    in reply to: Minecraft like project #15910

    DruggedBunny
    Participant

    Just had a quick go, works really well… nice work!

    in reply to: Simple image shader (GLSL) #15896

    DruggedBunny
    Participant

    Updated Island demo with the ImageRenderTarget code from above, now offers simple greyscale for starters. (L to toggle low-res, P to toggle greyscale in low-res mode.)

    in reply to: Cross-platform Development in Monkey2 #15888

    DruggedBunny
    Participant

    Try this, from Ted2Go’s Help menu (sorry, not easy to link directly!)…

    Help -> Browse Manuals -> Monkey2 Users Guide -> Language Reference -> Build System.

    See System Imports and Local Imports, which list native file types.

    I think to some degree plain C++ will work cross-platform, as the current wasm target uses emscripten to convert the code to Javascript… but I imagine that would also depend on the specific library and what it needs on the target platform. (Heading into realms of cluelessness now… )

    in reply to: Namespace Collisions – solved #15878

    DruggedBunny
    Participant

    Woo-hoo! No, I just assume I don’t really know what’s going on, as I’m not a pro… I’ve never used this stuff, but glad to hear that was it anyway!

    in reply to: Namespace Collisions – solved #15876

    DruggedBunny
    Participant

    I just tried this for accessing std.graphics.Color:

     

     

    Guessing that’s not what you’re after? (In conjunction with the Namespace keyword?)

    If not, I shall STFU… I’m not a real programmer, just been faking it for 35+ years!

    in reply to: Namespace Collisions – solved #15874

    DruggedBunny
    Participant

    Just to check… are you aware of the Namespace feature??

    In the docs, it’s under Language -> Namespaces.

    I imagine I haven’t fully grasped the question, though…

    in reply to: Monkey2 blog posts: Behaviours #15862

    DruggedBunny
    Participant

    Added ‘finished’ code, with minor tweaks, to GitHub.

Viewing 15 posts - 16 through 30 (of 347 total)