00:01.10 | KTL | http://users.telenet.be/dpf/fractals_in_bzflag1.png |
00:01.25 | KTL | (with the colors moving out from the center towards the ends ) |
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01:42.56 | delusional | KTL...awesome... pastebin a bzw, i wanna see |
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02:18.13 | blast007 | "Total posts 98000" ;D |
02:18.50 | kierra_away | kik |
02:19.00 | kierra_away | lol* |
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06:47.43 | CIA-92 | BZFlag: 03Yrogirg 07http://my.bzflag.org * r7394 10/w/BZFlag_3.0: /* Release Date */ we are moving to the third quarter of 2020 |
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14:54.25 | KTL | mmm weird ... the colors of my map look less vivid compared to this night .... |
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14:54.37 | KTL | and my screenshots of back then are still good ... |
15:00.44 | KTL | aha i need to disable lighting ... |
15:01.26 | blast007 | there's a 'nolighting' material property - perhaps that would help? |
15:01.37 | KTL | very intrezting |
15:02.27 | trepan | KTL: i used 'nolighting' in the example i gave you ... ;) |
15:03.35 | KTL | perfect, i remember deleting a bunch of material properties i thought were not needed :D |
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15:05.06 | KTL | the stuff of the screenshot before: http://users.telenet.be/dpf/test.bzw.zip (it also needs to have users.telenet.be allowed as source of textures) |
15:06.07 | trepan | tbh, "nolighting" doesn't seem to be doing the trick |
15:09.06 | trepan | KTL: http://trepan.bzflag.bz/horizontal_gradient_blue_begin_red_end.png |
15:09.15 | KTL | great thanks |
15:09.35 | trepan | any copyright/licensing issues? :) |
15:09.47 | KTL | none, i made it myself |
15:09.54 | KTL | the dust of the earth |
15:10.54 | trepan | ah, nolighting does work fine |
15:11.10 | trepan | (my client has some odd tweaks to make GLSL rendering look better...) |
15:11.12 | KTL | next point is: i need to generate random fractals all over the map. after that i should generate them only within the shapes (boxes and pyramids) |
15:11.23 | KTL | meanwhile i should get the lods fine also |
15:11.38 | KTL | (this is gonna need a lot of nearest neighbour searches) |
15:12.27 | trepan | "within", you making an alternate OO render mode? |
15:13.57 | KTL | i do nothing at render time |
15:14.21 | KTL | i still have to think about how to do the "inside" test |
15:14.50 | KTL | (i need a isInside(vertex) function to be called during the generation of the fractals) |
15:15.44 | KTL | but before i can even generate random fractals i need a small mathematical formula that tells me how big the defined fractal is (to control the complexity) |
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20:37.57 | KTL | that lenghtperpixel |
20:38.24 | KTL | what does it correspond too ... a item that is really far away is 0.3 ? |
20:38.38 | KTL | is setting the different lods right |
20:42.37 | JefferyM | I belive it is how big a pixel is in world units |
20:43.32 | JefferyM | as in when a 0.3 unit high thing is rendered as one pixel, that is the distance |
20:45.14 | KTL | mmm 0.3 units in the world ... 1 pixel |
20:45.16 | KTL | oki |
20:48.13 | JefferyM | that way the distance is computed based on the final graphical resolution, not some arbitrary distance |
20:48.49 | JefferyM | bassicly if you have details that are smaller then 0.3 units, they would be rendered as a single pixel, so it's ok to swap to another LOD at that point that dosn't have those details. |
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22:44.51 | KTL | http://users.telenet.be/dpf/bzflag/ <- this is the same fractal, as if there was only a second between the screenshots |
22:48.00 | Cobra_Fast | now im curious; what are you trying to achieve with your fractals? |
22:49.12 | KTL | decorating bzflag maps :D |
22:49.24 | Cobra_Fast | so they dont change? |
22:49.26 | KTL | making maps that exist of nothing else |
22:49.42 | KTL | i dont want to change the shape, i do want to change the view |
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23:47.53 | brad | ~bzflist |
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