Jump to content

  • Log In with Google      Sign In   
  • Create Account

weezl

Member Since 26 Apr 2011
Offline Last Active Jan 31 2013 12:53 PM

Posts I've Made

In Topic: LevelUp Tilemap editor

30 January 2013 - 04:31 PM

Levelup 0.8 just went up! 
 

Frontend
-Cleaned up the interface
-Custom layerlist
-Disabled skinning
-Implemented custom color themes
-Uses custom font (Tempesta seven regular)
-Preview selection when using the stamp tool or placing entities
-Printing system messages console style
-Tips of the day
 
Backend
-Unlimited undo! [ctrl][z]
-Implemented colored Triggerboxes (deathzones etc.)
-Render map to image (and save to file)
-Removal for Entity- and TriggerTypes
 
Changed Keybindings:
-(b) tilebrush
-(a) areabrush
-(s) stampbrush
-(e) eraser
-(t) trigger
-(n) entity
-Added Refill to fill the last drawn area with different random tiles ® 
 
Exportformat
-Exports triggers with name, position, size and attributes.
 

 

 
 

In Topic: Into Beyond

24 November 2011 - 06:14 PM

I created an indiedb site for Into Beyond. Those interested can follow the progress there ;)

In Topic: Fragment lighting fail

26 April 2011 - 08:54 AM

http://dl.dropbox.com/u/12237727/lightsuccess.PNG

\o/

thanks for all the help! :D

now i can finally start at wrapping it all together nice and tight and progress on it

In Topic: Fragment lighting fail

26 April 2011 - 08:02 AM

So, from what i gather is the light position is in world space and needs to be converted to view space. since view space is the camera space i use the camera transform (lookat matrix) and load it prior to assigning the light0 position, since the current modelview matrix will apply to the light position.

GL.MatrixMode(MatrixMode.Modelview);
GL.LoadMatrix(ref Game.Camera.Transform);

LightPosition = new Vector(0,Calc.Sin(Time.Total*3)*10,0);
GL.Light(LightName.Light0, LightParameter.Position, LightPosition);

this however changes nothing in the outcome.

The other way you mentioned
>>One way to fix your problem would be to calculate the L vector in the vertex shader by transforming gl_Vertex with a WorldMatrix you provide yourself, then read and normalize it in the fragment shader.
not sure i understand it :P

In Topic: Fragment lighting fail

26 April 2011 - 07:17 AM

i think im all confused with all those spaces being called differently everywhere...

so, yes, i think the light is in worldspace.. now what is viewspace and how would i transform the lights position into viewspace then?

PARTNERS