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Search found 353 matches Page 1 of 36
by Azaezel
Tue Mar 21, 2017 11:35 pm
Forum: GUI
Topic: guiDynamicTexture (GuiTextureCanvas) revisited
Replies: 36
Views: 2913
%guiContent = new GuiControl(TestGui) {//... horizSizing = "right"; vertSizing = "bottom"; http://i.imgur.com/NmQ1BFT.png our production end's got new GuiControl(upgradeGUI) { position = "0 2"; extent = "1024 768"; minExtent = "8 2"; horizSizing = &...
by Azaezel
Tue Mar 21, 2017 9:44 pm
Forum: GUI
Topic: guiDynamicTexture (GuiTextureCanvas) revisited
Replies: 36
Views: 2913
updated the fork to the latest, seems to work this end: https://www.youtube.com/watch?v=QW-I6_L ... e=youtu.be

got any additional info?
by Azaezel
Tue Mar 21, 2017 7:56 am
Forum: C++
Topic: Trying to Compile Engine Changes(TAIK) using Linux
Replies: 31
Views: 402
hrm... while>0 checks earlier. no sorry, misfire on my part.
by Azaezel
Tue Mar 21, 2017 7:38 am
Forum: C++
Topic: Trying to Compile Engine Changes(TAIK) using Linux
Replies: 31
Views: 402
Waaaaitaminute....
stream->writeFloat(mRot.z / M_2PI_F, 7);?
not
stream->writeSignedFloat(mRot.z / M_2PI_F, 7); ?
by Azaezel
Tue Mar 21, 2017 7:32 am
Forum: C++
Topic: Trying to Compile Engine Changes(TAIK) using Linux
Replies: 31
Views: 402
See what you're saying... It'd likely be a good idea to track it further if time allows most likely, given that if you're introducing the rotation clamp in the pack/unpack, 10-1 on the server end it aint in a proper range to begin with...
by Azaezel
Tue Mar 21, 2017 6:45 am
Forum: C++
Topic: Trying to Compile Engine Changes(TAIK) using Linux
Replies: 31
Views: 402
yeah, that'd be the generally accepted pre-compression step. just remember on the out end to re-multiply it by that same M_2PI_F. https://github.com/GarageGames/Torque3D/pull/1358/files uses the same principle.
by Azaezel
Tue Mar 21, 2017 2:36 am
Forum: C++
Topic: Material Defined Decals
Replies: 11
Views: 81
SSDR is a more GPU driven version of what we've got now (currently the cpu essentially breaks decals up into sub-strips and wraps em that way). While I'm aware of at least one person casually looking into that end in their free time, swapping underlying methodologies wouldn't have an effect one way ...
by Azaezel
Tue Mar 21, 2017 2:25 am
Forum: GUI
Topic: guiDynamicTexture (GuiTextureCanvas) revisited
Replies: 36
Views: 2913
OK, will try and dig on that some time this week.
by Azaezel
Tue Mar 21, 2017 2:13 am
Forum: GUI
Topic: guiDynamicTexture (GuiTextureCanvas) revisited
Replies: 36
Views: 2913
Just to make sure I'm not going batshit here, did the sample https://github.com/Azaezel/Torque3D/com ... d8eee690R1 function, ors that acting up your end as well?
by Azaezel
Tue Mar 21, 2017 2:10 am
Forum: C++
Topic: Material Defined Decals
Replies: 11
Views: 81
fars the sticking to players bit off the top of my head, would try doin it in 3 phases: 1- a) hack into the decal manager and tie individual decals to objectIDs b) toss a check into the lifetime code round about https://github.com/GarageGames/Torque3D/blob/55b7a8431cf68fb3b88e7c4b19a2513ec447bb81/En...
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Search found 353 matches Page 1 of 36