purplemonkey's Forum Posts

  • Just to quickly update anyone following this thread. Gigatron has been super patient with me and finally fixed the issue I was having. Thank you again for the help and I really appreciate the work you're doing Gigatron!

  • Hello again Gigatron I've tried the updated version. If I set "transparent" to 0 a semi-transparent sprite works as it should however black colours also seem to be transparent for some reason. If I set "transparent" to 1 the actual transparent area of the sprite is the colour black.

  • Well I guess I spoke too soon. The only issue now is that black colors turn transparent

  • Just made some modification..

    try to download again at the same location i ve sent yesterday..

    It's working! Thanks again! <3

  • Gigatron

    I hope this image explains my issue.

    Thank you again for all your hard work!

  • Thanks Gigatron! I tried it and it doesn't seem to be working with transparent sprites. Actually it kind of doesn't seem to work at all, a sphere is created but it doesn't seem to be mapping the sprite in 3D around it like it should be.

    [quote:22czvhr5]//////////////////////////////////

    //GlslSphere effect

    //webgl sphere mapping for chrisbrobs .. Gigatron

    //

    precision mediump float;

    varying mediump vec2 vTex;

    uniform lowp sampler2D samplerFront;

    uniform mediump float pixelWidth;

    uniform mediump float pixelHeight;

    vec2 iResolution = vec2( 1./pixelWidth, 1./pixelHeight);

    uniform float seconds;

    uniform float RotSpeed,xx,yy,zz;

    #define PI 3.14159265358979

    #define rotate(point,axiss,angle) vec3 axis = normalize(axiss);float s = sin(angle);float c = cos(angle);float oc = 1.0 - c; mat4 rot = mat4(oc * axis.x * axis.x + c,oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c,oc * axis.y * axis.z - axis.x * s, 0.0,oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c,0.0, 0.0,0.0,0.0,1.0); vec3 rotpoint = (vec4(point,1.)*rot).xyz

    vec2 uv (vec3 p) {

    float x = p.x;

    float y = p.y;

    float z = p.z;

    float u = atan(x, z) / (2. * PI) + .5;

    float v = asin(y) / (PI) + .5;

    return vec2(u,v);

    }

    float map(vec3 r) {

    rotate(r,vec3(0,1,0),seconds*RotSpeed);

    return length(r)-(3.);

    }

    vec3 march(vec3 ro, vec3 rd ) {

    vec3 r=ro;

    vec3 bg=vec3(0.,0.,0.);

    for (int i = 0; i < 32; i++) {

    float df = map(r);

    vec3 nr = normalize(r);

    if (df<.01) {

    rotate(nr,vec3(yy,xx,zz),seconds*RotSpeed);

    vec3 val = texture2D(samplerFront,uv(normalize(rotpoint))).rgb;

    return vec3(val);

    }

    r+=rd*df;

    }

    // return vec3(vec3(0, rd)*-2.0);

    // to do bg color mix !

    return vec3(bg);

    }

    void main(void)

    {

    vec2 uv = vTex-vec2(0.0,-0.25);

    vec3 bgcol=vec3(0.,0.0,0.0);

    uv.x =1.-uv.x;

    uv.y *=0.65;

    vec3 mc = march(vec3(0,0,-20),vec3(uv-.5,1.0) );

    if (mc.g>0.05) gl_FragColor = vec4( mc, 1.0);

    else

    gl_FragColor =vec4(bgcol,0.0);

    //fragColor = mix(texcolor, color, color.a*alpha);

    }

    This one works well with transparent sprites but if I change speed to 0 it turns invisible (and yet still somehow rotates). If there only was a way to make this one fully controllable in speed + x/y/z rotation

  • Hey Gigatron, did you ever update that "glsphere" effect to be timer independent? I tried the latest upload but no matter what I do I can't seem to pause/unpause without the effect somehow bugging out.

  • Looking real cool, Salman

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  • Here you go https://discord.gg/dDbnN

  • And this clip follows on directly from the one above.

    Very cute!

  • Would be interested to see this. Any chance someone could share the capx?

    I think it's this one although I'm not entirely sure..

  • purplemonkey Cool Idea! Would maps be shareable with other players?

    Thanks! Yup, the plan is to make levels fully shareable if I find time to keep working on this project.

  • A Mario Maker-like experiment

  • Soooo, did anyone find a solution to this issue?

    I almost got it working using abs(cos(object.Angle))*height however cosine only works for half of the quadrant, I guess?

    Any math genius out there willing to take a stab at this?

  • Hi Ruskul,

    Have you looked into "Mouse Lock v0.5" plugin by TiAm ?

    It worked well for both Prominent 's and my FPS experiments

    If you're going to download this plugin, be sure to update runtime.js with the fix provided by McKack below.

    tecbug TiAm

    I had that same error message with NW.js. At line 440 in runtime.js I just commented out everything like this:

    /*document.pointerLockElement =	document.pointerLockElement    	||
    											 commenting out the above line makes this work as intended. Don't know why.
    											 document["mozPointerLockElement"]	||
    											 document["webkitPointerLockElement"];*/[/code:2p08h9k5]
    This also fixed the problem I had with "Mouse is currently locked" condition.
    
    A couple of lines above in the runtime.js file it actually says "//the below isn't working. Commented out for now."
    Was it supposed to be commented out and was just forgotten? 
    
    Haven't noticed any issues so far after doing that.