When they are finished and Petr would like it, I would be happy if he builds them into it. That would mean more speed anyway.
Printable View
When they are finished and Petr would like it, I would be happy if he builds them into it. That would mean more speed anyway.
Hi,
if Mike would allow it, I would be very happy.
It is very easy to use, looks good. We will see which possible problems we will encounter with using it in our project ( if any problems ) and then would add it to TBGL arsenal, giving the credit to Mike of course. Recoding it to PB is detail once we have syntax for commands done and approved.
Petr
I got it to work finally after getting the thincore.dll from the linked post.
That looks really nice and worth a future into tbgl :)
Right now I'm working on a bitmap font implementation. For something like a textbox I need to know how wide a word is and if I have to wrap a sentense into the next line so I have to calculation this before display. I think I should be done or at least close to it by the end of the month.
Hi folks,
I decided to stop working on this for the game as I read that Jason/Kent have different ideas about using perspective and their method could be used for a 3D gui implementation. At least that was what I understood.
No need to waste time on something that is not compatible or not needed.
Michael
The field-of-view thing was specific to the game... (45 degrees is not a race-game field of view. Gives tunnel-vision.)
I only mentioned it in the sky-box, due to the unity of player-view, and the skybox... But... now you have me thinking.
This (your code), could be used to setup 3D objects as a full 3D interface. (Without having to code all the boxes and lines and mappings.)
Even as-is... could be used to create the "BMP" imposed onto a 3D in-game GUI. AKA, the %sINFO, and use elements from the game as part of the display... the %sCRAFT and %sACC and %sTRACK...
Those rendered BMP's would be imposed on elements you create as a "VIEW-SCENE"... passing the %sTRACK rendered BMP to you... and this displays it on one of the flat surfaces. (Not sure if I am explaining that right.)
Though... the comments about a full 3D display sounds cool too. Boxes for buttons, 3D shadow-box hologram wire renderings of the 3D scenes %sCRAFT, %sTRACK... etc... Ok.. I'll stop... Looking at code again.