Activity for Skybuck Flying

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    The desire is to use the mouse cursor to click on the earth and to find the surface point under the mouse cursor. Once the surface point is found it should be converted from x,y,z to latitude, longitude so that it can be fed into the uber h3 geodisc/hexagon library. Then the library will return a H3 index which can be turned into hexagon vertices which describe a polygon in which this latitude longitude point lies. Then it's also possible to "increase the resolution" of the H3 index so that the hexagon...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Trying to convert from X,Y,Z to Lat, Long and then later back from Lat,Long to X,Y,Z. A cube set to these coordinates X,Y,Z and the camera targer object the cube. Somewhat strange camera movement but not to bad... Strangely enough seems to be slightly off center from H3 library, not sure what the cause is, I wonder if the ray tracing is accurate, I would assume so, maybe that assumption is the mother of all fok ups, but playing with the R value does change the center a bit, better but still strange...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Trying to convert from X,Y,Z to Lat, Long and then later back from Lat,Long to X,Y,Z. A cube set to these coordinates X,Y,Z and the camera targer object the cube. Somewhat strange camera movement but not to bad... Strangely enough seems to be slightly off center from H3 library, not sure what the cause is, I wonder if the ray tracing is accurate, I would assume so, maybe that assumption is the mother of all fok ups, but playing with the R value does change the center a bit, strange stuff: https:...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    SceneScale seems to work very well, what is this ? :)

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    In this video you can see me playing around with GLScene and GLCamera and Uber H3, the code using GLSphere ray tracing. Near the end of the video you can see me playing with camera settings to try and zoom in as far as possible, but at some point the sphere gets cut away and such. Is there anything that can be done about this ? What would be the best setting to be able to zoom in as much as possible ? Maybe the settings for camera should be changed "on the fly" as the camera zooms in further and...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    In this video you can see me playing around with GLScene and GLCamera and Uber H3, the code using GLSphere ray tracing. Near the end of the video you can see me playing with camera settings to try and zoom in as far as possible, but at some point the sphere gets cut away and such. Is there anything that can be done about this ? What would be the best setting to be able to zoom in as much as possible ? Maybe the settings for camera should be changed "on the fly" as the camera zooms in further and...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    In this video you can see me playing around with GLScene and GLCamera and Uber H3, the code using GLSphere ray tracing. Near the end of the video you can see me playing with camera settings to try and zoom in as far as possible, but at some point the sphere gets cut away and such. Is there anything that can be done about this ? What would be the best setting to be able to zoom in as much as possible ? Maybe the settings for camera should be changed "on the fly" as the camera zooms in further and...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    My best guess is, adding triangles on BeforeRender does not call the back face culling code later... so it won't work in there... I would have to move code elsewhere... Complex library with all kinds of catchas... hmmm...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    I gave TGLMesh a quick try, set it to triangles... set some coordinates set some normals... none of the triangles are being hidden... seems like backface culling is broken on this thing... weird...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Unless GLScene has some "batch based drawing" where drawing can be done in batches... batch by batch until all batches drawn. So each batch is uploaded individually, then drawn... then removed from opengl/graphisc memory then next batch.. Though this would still requires lots of main memory on cpu side... Doing it computationall without storing too much data might be better, however some data will have to be stored..

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Directly rendering on opengl canvas could also prevent using to much data structures/memory on the graphics card. Is this what GLDirectOpenGL is for ? hmmm it would be a bit slower, but at least not explode in memory... hmmm.. or partial drawing... draw mesh 1 first... then destroy mesh 1 then draw mesh 2... but I don't think GLScene is capable of doing this. All data must be present before render...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    and TPentagonLink required too, so time to make the uber h3 structure a bit more conconcrete and link things to each other, may be better, or do it computationally... hmmm.. otherwise real data structure might consume to much memory... eventually the graphical data have to be copied to opengl...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    and TPentagonLink required too, so time to make the uber h3 structure a bit more conconcrete and link things to each other, may be better, or do it computationally... hmmm

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    By the way this forum software is very misleading it makes it seem like I am editing my text, but in reality it posts a new copy ! haha.

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Time to shift gears and write a THexagonLinkVisualizer or THexagonNodevisualizer or something like that ;) ! The proper way ! ;) where I can add communication links etc, well triangular grid was nice while it lasted, but now it has to go, I still have to visualize coordinates but I will do that later.

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Time to shift gears and write a THexagonVisualizer ! The proper way ! ;) where I can add communication links etc, well triangular grid was nice while it lasted, but now it has to go, I still have to visualize coordinates but I will do that later.

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Though ultimately I want custom graphics not just lines/edges... hmmm... going to have to do all of that with triangles... hmmm...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    I want/need to stuff all lines into a single object... so that the performance is good... but still have backface culling... hmmm... TMesh still looks like best option... but then add some kind of triangles to it describing these edges.

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Problem with this idea is same as using mesh, would need many many many plane objects or many many many polygon objects, would lead to performance problem, so then back to square one... Strange this opengl....

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Now the question is how to turn a line segment into a polygon or plane or something... hmmm... Giving 2 points, x,y,z hmmm... plus knowing the center of the object... currently 0,0,0 anyway most likely hehe. So the two points of the line can also functions as normals... hmmm..

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Now the question is how to turn a line segment into a polygon or plane or something... hmmm... Giving 2 points, x,y,z hmmm... plus knowing the center of the object... currently 0,0,0 anyway most likely hehe.

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Now the question is how to turn a line segment into a polygon or plane or something... hmmm... Giving 2 points, x,y,z hmmm...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Apperently lines are a big fail for OpenGL... what I could do is change the lines to some kind of polygons, at least polygons should then have a normal, maybe that fix it... or maybe I can use tubes or something. No tubes would be no good, neither arrows cause they haves on all sides, must use something that can disappear when on the back side hehe.

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Apperently lines are a big fail for OpenGL... what I could do is change the lines to some kind of polygons, at least polygons should then have a normal, maybe that fix it... or maybe I can use tubes or something.

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    (I also tried average normal of two points, just summing angle and dividing by 2, that didn't work out to well, but I know there is a technique to compute face/triangle surface normal, maybe I should use that... but the edge can be on multiple triangles... so that makes it a bit difficult, so trying out other ideas below... just to see what would work ! ;)) Another idea I just had is to use a TGLSphere ray cast to trace the remaining points that are still visible hehe... funny stuff. Must match the...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    (I also tried average normal of two points, just summing angle and dividing by 2, that didn't work out to well, but I know there is a technique to compute face/triangle surface normal, maybe I should use that... but the edge can be on multiple triangles... so that makes it a bit difficult, so trying out other ideas below... just to see what would work ! ;)) Another idea I just had is to use a TGLSphere ray cast to trace the remaining points that are still visible hehe... funny stuff. Must match the...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    (I also tried average normal of two points, just summing angle and dividing by 2, that didn't work out to well, but I know there is a technique to compute face/triangle surface normal, maybe I should use that... but the edge can be on multiple triangles... so that makes it a bit difficult, so trying out other ideas below... just to see what would work ! ;)) Another idea I just had is to use a TGLSphere ray cast to trace the remaining points that are still visible hehe... funny stuff. Must match the...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    (I also tried average normal of two points, just summing angle and dividing by 2, that didn't work out to well, but I know there is a technique to compute face/triangle surface normal, maybe I should use that... but the edge can be on multiple triangles... so that makes it a bit difficult, so trying out other ideas below... just to see what would work ! ;)) Another idea I just had is to use a TGLSphere ray cast to trace the remaining points that are still visible hehe... funny stuff. Must match the...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Another idea I just had is to use a TGLSphere ray cast to trace the remaining points that are still visible hehe... funny stuff. Must match the size of the sphere.

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Before render event works... ok nice, finally problem solved ! ;) I could still try the transparency effect, could be cool too... interesting to see that angle might have to be slightly filtered out differently, some back lines can still be soon... hmmm...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Before render event works... ok nice, finally problem solved ! ;) I could still try the transparency effect, could be cool too...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Before render event works... ok nice, finally problem solved ! ;)

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    I suspect the cadencer on progress is the return event handler to use... the candencer is probably more suited to do computations, after the render. Perhaps the TGLSceneViewwer.BeforeRender event handler is a better place to tris this out... trying now... In case it don't work an alternative solution could be to make the lines in the back transparent/alpha 0 or so... This requires access to it's colors, should be possible with a typecast or so.

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    I suspect the cadencer on progress is the return event handler to use... the candencer is probably more suited to do computations, after the render. Perhaps the TGLSceneViewwer.BeforeRender event handler is a better place to tris this out... trying now...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    One way this game Call of Juarez could have prevented looking around walls, was maybe to do collision detection for the "view frustum". Do not allow the view frustrum, especially the 2d plane that is supposed to represent the screen slide passed walls, perhaps that would work. Interesting idea. Though me no expert on view frustrums but I have seen it described and pictured/depicted :)

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    One way this game Call of Juarez could have prevented looking around walls, was maybe to do collision detection for the "view frustum". Do not allow the view frustrum, especially the 2d plane that is supposed to represent the screen slide passed walls, perhaps that would work. Interesting idea.

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    This program is way too complex to function as an example for me, so I fail to see how this would be usefull, at least for accuracy, though I do kinda get the point, it does show somewhat what is possible, complexity wise. However I want to try and keep complexity down and I want to focus on zooming capability. This project does not seem to allow great zooming accuracy. The planet mostly resembles a ball, like a blue ball of water, not really a planet, could not really zoom in that far... that is...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Element does not exist as I click populations... Seems like a funny project... but many many many bugs/issues and needs a manual or wizard to introduce people how to use it.. .hmmm... Also try testing with software rendering mode to see if it actually works like it should .

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Wheel mouse stopped working... now it crashes as I type this... hmmm...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Cannot move camera anymore, I have no idea why... did I press some button ? weird...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    HAHA, that was funny I just some some kind of space rock hit the planet and the planet shaked HAHA !

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    First experience was not good, I accidently managed to resize something vertically, it seemed like the app got stuck/frooze app, but eventually continued, super weird behaviour... could not move the form anywhere, it frooze.. cpu usage was not that high. set software rendering on... Second time running program, works a bit better.. I see blue earth with sea, nothing else, no land, no objects, no bots, some kind of counter running I can stop/go it... I cannot drop anything anywhere. Either it's bugged...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    I can proceed by deleting BASS code and sound code, will try and see if this helps...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Adding unit Sounds.FMODImport; {$WEAKPACKAGEUNIT} Did not help, did not work... still getting FMOD32.DLL missing during install. Sucks back ! This is might be another reason why dynamic loading/linking is better than Delphi's crappy static/direct linking sucks. FMOD32.dll requirement is making GLSCene look like a NOOB ! Fix it if you know how ! ;) =D

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Adding unit Sounds.FMODImport; {$WEAKPACKAGEUNIT} Did not help, did not work... still getting FMOD32.DLL missing during install. Sucks back ! This is might be another reason why dynamic loading/linking is better than Delphi's crappy static linking sucks.

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Adding unit Sounds.FMODImport; {$WEAKPACKAGEUNIT} Did not help, did not work... still getting FMOD32.DLL missing during install. Sucks back ! This is why dynamic loading is better than Delphi's crappy static linking sucks.

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Maybe this can be of some help: https://docwiki.embarcadero.com/RADStudio/Sydney/en/Using_the_Weak_Packaging_Directive " Using the Weak Packaging Directive Go Up to Compiling Packages In Delphi: The $WEAKPACKAGEUNIT directive affects the way a .dcu file is stored in a package's .dcp and .bpl files. (For information about files generated by the compiler, see Packages and Standard DLLs.) If {$WEAKPACKAGEUNIT ON} appears in a unit file, the compiler omits the unit from bpls when possible, and creates...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    How in godsname is it possible that trying to install GLScene_Sounds_DT.bpl it produces a FMOD32.dll missing error ? Seems like a system error. Yes I know that it's missing from the windows/system32 folder or whatever and now I don't want it yet there. I want to know how it's possible that this error appears during A Delphi BPL install ?! WTF ?! I don't see any FMOD32.DLL in project options, what I do see after a search is: H:\Delphi\Libraries\GLScene\version 2.1 (modified)\Source\Sounds.FMODImport.pas...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    How in godsname is it possible that trying to install GLScene_Sounds_DT.bpl it produces a FMOD32.dll missing error ? Seems like a system error. Yes I know that it's missing from the windows/system32 folder or whatever and now I don't want it yet there. I want to know how it's possible that this error appears during A Delphi BPL install ?! WTF ?! I don't see any FMOD32.DLL in project options, what I do see after a search is: H:\Delphi\Libraries\GLScene\version 2.1 (modified)\Source\Sounds.FMODImport.pas...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    How in godsname is it possible that trying to install GLScene_Sounds_DT.bpl it produces a FMOD32.dll missing error ? Seems like a system error. Yes I know that it's missing from the windows/system32 folder or whatever and now I don't want it yet there. I want to know how it's possible that this error appears during A Delphi BPL install ?! WTF ?!

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    This forum software is highly confusing it shows the old text ! WHAT A LOL. Anyway, I cannot proceed, I do not know how to solve this FMOD32.dll problem. This is why GLScene sucks in the eyes of many people, when they try to install the package group, they run into this strange problem. Recommend not to have this in package group to begin with. Sound is something special and has nothing to do with GLScene, would be cool if it works, but should be installed at a later date, after the main fact. Now...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Next problem, cannot find TGLSMBASS in project because GLScene_sounds_DT.bpl not installed, when trying to install getting a strange error: System cannot find fmod32.dll ?! WTF ?! Some copy operation during install, is this really necessary ? weird... let me specify where this DLL is just install without trying to copy this thing... I don't see any post build commands... so this is weird. Don't know how to solve it, prefer not to have fmod32.dll installed in system folder, to much of security risk...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Next problem, cannot find TGLSMBASS in project because GLScene_sounds_DT.bpl not installed, when trying to install getting a strange error: System cannot find fmod32.dll ?! WTF ?! Some copy operation during install, is this really necessary ? weird... let me specify where this DLL is just install without trying to copy this thing... I don't see any post build commands... so this is weird. Don't know how to solve it, prefer not to have fmod32.dll installed in system folder, to much of security risk...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Next problem, cannot find TGLSMBASS in project because GLScene_sounds_DT.bpl not installed, when trying to install getting a strange error: System cannot find fmod32.dll ?! WTF ?! Some copy operation during install, is this really necessary ? weird... let me specify where this DLL is just install without trying to copy this thing... I don't see any post build commands... so this is weird.

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Next problem, cannot find TGLSMBASS in project because GLScene_sounds_DT.bpl not installed, when trying to install getting a strange error: System cannot find fmod32.dll ?! WTF ?! Some copy operation during install, is this really necessary ? weird... let me specify where this DLL is just install without trying to copy this thing...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    I see DLLs in externals folder of GLScene distribution, will copy those over and then try again.

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Adding this line to begin of function above solves it: FormatSettings.DecimalSeparator := '.'; Next problem is bass.dll not present... hmmm..

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    First problem with this code, ',' and '.' issue. Europe uses different decimal seperator symbol, for common programming mistake in Delphi. Apperently it's reading some file and the file has . instead of , so the load fails. procedure AIDNA.LoadFromINI(aFileName: string); var Ini: TIniFile; begin if not FileExists(aFileName) then exit; Ini := TIniFile.Create(aFileName); try Mutation := Ini.ReadFloat('DNA', 'Mutation', 0.1); Buoyancy := Ini.ReadFloat('DNA', 'Buoyancy', 0.5); Bounce := Ini.ReadFloat('DNA',...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Why would TGLFreeForm be better than TGLMesh or TGLSphere ??? I have not yet checked out the AIPlanet thing, will try so now...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Why would TGLFreeForm be better than TGLMesh or TGLSphere ???

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    What would TGLFreeForm be better than TGLMesh or TGLSphere ???

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    It's most likely an engine problem. Advise: Add backface culling to all objects, especially points, lines, line segments for godsakes, etc, so that user can manually provide backface/normal information so that engine can handle it. Perhaps visibility property by segment might also be nice but for now, just backface culling per thing should be helpfull. When searching for back face on this discussion forum it appears pretty damn frequently.

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    It's most likely an engine problem. Advise: Add backface culling to all objects, especially points, lines, line segments for godsakes, etc, so that user can manually provide backface/normal information so that engine can handle it. Perhaps visibility property by segment might also be nice but for now, just backface culling per thing should be helpfull.

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Even debug code don't work, this is what makes GLScene super annoying, I AM PISSED, this costing time: // lines // copy from triangular world to triangular world render where points (treated as normals) are pointing to camera. GLTriangularWorldRender.Nodes.Clear; GLTriangularWorldRender.SplineMode := lsmSegments; GLTriangularWorldRender.NodesAspect := lnaInvisible; // GLTriangularWorldRender.Options := GLTriangularWorldRender.Options + [loUseNodeColorForLines]; GLTriangularWorldRender.LineColor.Red...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Even debug code don't work, this is what makes GLScene super annoying, I AM PISSED, this costing time: // lines // copy from triangular world to triangular world render where points (treated as normals) are pointing to camera. GLTriangularWorldRender.Nodes.Clear; GLTriangularWorldRender.SplineMode := lsmSegments; GLTriangularWorldRender.NodesAspect := lnaInvisible; // GLTriangularWorldRender.Options := GLTriangularWorldRender.Options + [loUseNodeColorForLines]; GLTriangularWorldRender.LineColor.Red...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Even debug code don't work, this is what makes GLScene super annoying, I AM PISSED, this costing time: // lines // copy from triangular world to triangular world render where points (treated as normals) are pointing to camera. GLTriangularWorldRender.Nodes.Clear; GLTriangularWorldRender.SplineMode := lsmSegments; GLTriangularWorldRender.NodesAspect := lnaInvisible; // GLTriangularWorldRender.Options := GLTriangularWorldRender.Options + [loUseNodeColorForLines]; GLTriangularWorldRender.LineColor.Red...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Even debug code don't work, this is what makes GLScene super annoying, I AM PISSED, this costing time: // lines // copy from triangular world to triangular world render where points (treated as normals) are pointing to camera. GLTriangularWorldRender.Nodes.Clear; GLTriangularWorldRender.SplineMode := lsmSegments; GLTriangularWorldRender.NodesAspect := lnaInvisible; // GLTriangularWorldRender.Options := GLTriangularWorldRender.Options + [loUseNodeColorForLines]; GLTriangularWorldRender.LineColor.Red...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Even debug code don't work, this is what makes GLScene super annoying, I AM PISSED, this costing time: // lines // copy from triangular world to triangular world render where points (treated as normals) are pointing to camera. GLTriangularWorldRender.Nodes.Clear; GLTriangularWorldRender.SplineMode := lsmSegments; GLTriangularWorldRender.NodesAspect := lnaInvisible; // GLTriangularWorldRender.Options := GLTriangularWorldRender.Options + [loUseNodeColorForLines]; GLTriangularWorldRender.LineColor.Red...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Strangely enough the same technique does not work for TGLLines, very annoying... always these problems with GLScene because of inconsistencies in it's design. Costing a huge ammount of time to figure this out, it's still better then starting from scratch. NOT WORKING ?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?: It doesn't display anything ?! The problem is not with the normals or angles, that code can be disabled, the copy seems to happen, yet nothing is rendered, original object is invisible, the copied to...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Strangely enough the same technique does not work for TGLLines, very annoying... always these problems with GLScene because of inconsistencies in it's design. Costing a huge ammount of time to figure this out, it's still better then starting from scratch. NOT WORKING ?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?: It doesn't display anything ?! The problem is not with the normals or angles, that code can be disabled, the copy seems to happen, yet nothing is rendered, original object is invisible, the copied to...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Strangely enough the same technique does not work for TGLLines, very annoying... always these problems with GLScene because of inconsistencies in it's design. Costing a huge ammount of time to figure this out, it's still better then starting from scratch. NOT WORKING ?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?: It doesn't display anything ?! The problem is not with the normals or angles, that code can be disabled, the copy seems to happen, yet nothing is rendered, original object is invisible, the copied to...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Strangely enough the same technique does not work for TGLLines, very annoying... always these problems with GLScene because of inconsistencies in it's design. Costing a huge ammount of time to figure this out, it's still better then starting from scratch. NOT WORKING ?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?: It doesn't display anything ?! The problem is not with the normals or angles, that code can be disabled, the copy seems to happen, yet nothing is rendered, original object is invisible, the copied to...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Strangely enough the same technique does not work for TGLLines, very annoying... always these problems with GLScene because of inconsistencies in it's design. Costing a huge ammount of time to figure this out, it's still better then starting from scratch. NOT WORKING ?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?: It doesn't display anything ?! The problem is not with the normals or angles, that code can be disabled, the copy seems to happen, yet nothing is rendered, original object is invisible, the copied to...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    A final solution, for me, might be to use a slightly smaller angle still, so that some more things disappear: if VectorDotProduct( vPointVector, vCameraVector ) <= -0.2 then

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    A final solution, for me, might be to use a slightly smaller angle still, so that some more things disappear: if VectorDotProduct( vPointVector, vCameraVector ) <= -0.2 then

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    As I suspected, the camera direction is not being updated, don't know why, or maybe I miss interpret something. But by computing a vector manually, between the camera position and the target object it does work as desired/expected, though still not entirely, some points behind other parts of the sphere, but it does look a whole lot better, not sure yet if it's usuably for lines but I am going to try. Listen to your gut instinct/feelings to solve problems if nobody else can you help, cool ! ;) =D...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    This code is not working the way I want it to, it seems like the camera normal or something is not rotating; The idea is to copy only points that are pointing towards the camera, as if the points are normals. Any idea why this code is not working ? It cuts the sphere in half, but then the points rotate... strange procedure TForm1.GLPointsWorldRenderProgress(Sender: TObject; const DeltaTime, NewTime: Double); var vCount : integer; vIndex : integer; vPoint : TVector3f; vPointVector : TVector3f; vCameraVector...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    I think you miss understand. It's not about the value of the integers persee. It's about the length of the array. The length of the array is currently limited to 2 GB, at least because of the way it's written. These static arrays are limited to 2 GB. Could become a problem for debugging, maybe even allocating, but most likely not. Dynamic arrays strangely enough, don't have this 2 GB length limit.

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Ok thanks for your tips, I am tired now, but I will check them out later ! :)

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Yes, replace Scale.Y = 1 with Scale.Y = 0,9966472

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Hello, I want to position the Camera as close as possible to a GLSphere. However I am having a hard time trying to do that. Every time I try it the camera gets to close and some or all of the triangles disappear. Currently I am trying it out on the EarthScene demo from the svn branch examples, this is the code I have so far: First I played around with adding "snow" points on the earth by adding mSnow : GLPoints object to GLScene via the pop-up menu/editor to verify that the locations are OK, on top...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Hello, I want to position the Camera as close as possible to a GLSphere. However I am having a hard time trying to do that. Every time I try it the camera gets to close and some or all of the triangles disappear. Currently I am trying it out on the EarthScene demo from the svn branch examples, this is the code I have so far: First I played around with adding "snow" points on the earth by adding mSnow : GLPoints object to GLScene via the pop-up menu/editor to verify that the locations are OK, on top...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Hello, I want to position the Camera as close as possible to a GLSphere. However I am having a hard time trying to do that. Every time I try it the camera gets to close and some or all of the triangles disappear. Currently I am trying it out on the EarthScene demo from the svn branch examples, this is the code I have so far: First I played around with adding "snow" points on the earth by adding mSnow : GLPoints object to GLScene via the pop-up menu/editor to verify that the locations are OK, on top...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Hello, I want to position the Camera as close as possible to a GLSphere. However I am having a hard time trying to do that. Every time I try it the camera gets to close and some or all of the triangles disappear. Currently I am trying it out on the EarthScene demo from the svn branch examples, this is the code I have so far: First I played around with adding "snow" points on the earth by adding mSnow : GLPoints object to GLScene via the pop-up menu/editor to verify that the locations are OK, on top...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    Hello, I want to position the Camera as close as possible to a GLSphere. However I am having a hard time trying to do that. Every time I try it the camera gets to close and some or all of the triangles disappear. Currently I am trying it out on the EarthScene demo from the svn branch examples, this is the code I have so far: First I played around with adding "snow" points on the earth by adding mSnow : GLPoints object to GLScene via the pop-up menu/editor to verify that the locations are OK, on top...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    snipped double posting, sorry.

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    <snip double="" post=""></snip>

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Feedback point 1: The earth demos can be improved by setting a scale.y with the following value: 0,9966472 This compensates for the earth being a little bit squashed like a basketball, because of gravity and it's spinning around. The geo data coordinates assume that the sphere is squashed, if it's not then some country lines will be hidden a little bit inside of the earth. So setting that value helps. It was computed by calculating some scale value/ratio. I forgot how I did it, but I could look into...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Feedback point 1: The earth demos can be improved by setting a scale.y with the following value: 0,9966472 This compensates for the earth being a little bit squashed like a basketball, because of gravity and it's spinning around. The geo data coordinates assume that the sphere is squashed, if it's not then some country lines will be hidden a little bit inside of the earth. So setting that value helps. It was computed by calculating some scale value/ratio. I forgot how I did it, but I could look into...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Feedback point 1: The earth demos can be improved by setting a scale.y with the following value: 0,9966472 This compensates for the earth being a little bit squashed like a basketball, because of gravity and it's spinning around. The geo data coordinates assume that the sphere is squashed, if it's not then some country lines will be hidden a little bit inside of the earth. So setting that value helps. It was computed by calculating some scale value/ratio. I forgot how I did it, but I could look into...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Feedback point 1: The earth demos can be improved by setting a scale.y with the following value: 0,9966472 This compensates for the earth being a little bit squashed like a basketball, because of gravity and it's spinning around. The geo data coordinates assume that the sphere is squashed, if it's not then some country lines will be hidden a little bit inside of the earth. So setting that value helps. It was computed by calculating some scale value/ratio. I forgot how I did it, but I could look into...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Feedback point 1: The earth demos can be improved by setting a scale.y with the following value: 0,9966472 This compensates for the earth being a little bit squashed like a basketball, because of gravity and it's spinning around. The geo data coordinates assume that the sphere is squashed, if it's not then some country lines will be hidden a little bit inside of the earth. So setting that value helps. It was computed by calculating some scale value/ratio. I forgot how I did it, but I could look into...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Feedback point 1: The earth demos can be improved by setting a scale.y with the following value: 0,9966472 This compensates for the earth being a little bit squashed like a basketball, because of gravity and it's spinning around. The geo data coordinates assume that the sphere is squashed, if it's not then some country lines will be hidden a little bit inside of the earth. So setting that value helps. It was computed by calculating some scale value/ratio. I forgot how I did it, but I could look into...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Feedback point 1: The earth demos can be improved by setting a scale.y with the following value: 0,9966472 This compensates for the earth being a little bit squashed like a basketball, because of gravity and it's spinning around. The geo data coordinates assume that the sphere is squashed, if it's not then some country lines will be hidden a little bit inside of the earth. So setting that value helps. It was computed by calculating some scale value/ratio. I forgot how I did it, but I could look into...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Feedback point 1: The earth demos can be improved by setting a scale.y with the following value: 0,9966472 This compensates for the earth being a little bit squashed like a basketball, because of gravity and it's spinning around. The geo data coordinates assume that the sphere is squashed, if it's not then some country lines will be hidden a little bit inside of the earth. So setting that value helps. It was computed by calculating some scale value/ratio. I forgot how I did it, but I could look into...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Feedback point 1: The earth demos can be improved by setting a scale.y with the following value: 0,9966472 This compensates for the earth being a little bit squashed like a basketball, because of gravity and it's spinning around. The geo data coordinates assume that the sphere is squashed, if it's not then some country lines will be hidden a little bit inside of the earth. So setting that value helps. It was computed by calculating some scale value/ratio. I forgot how I did it, but I could look into...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Feedback point 1: The earth demos can be improved by setting a scale.y with the following value: 0,9966472 This compensates for the earth being a little bit squashed like a basketball, because of gravity and it's spinning around. The geo data coordinates assume that the sphere is squashed, if it's not then some country lines will be hidden a little bit inside of the earth. So setting that value helps. It was computed by calculating some scale value/ratio. I forgot how I did it, but I could look into...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Feedback point 1: The earth demos can be improved by setting a scale.y with the following value: 0,9966472 This compensates for the earth being a little bit squashed like a basketball, because of gravity and it's spinning around. The geo data coordinates assume that the sphere is squashed, if it's not then some country lines will be hidden a little bit inside of the earth. So setting that value helps. It was computed by calculating some scale value/ratio. I forgot how I did it, but I could look into...

  • Skybuck Flying Skybuck Flying modified a comment on discussion Open Discussion

    Feedback point 1: The earth demos can be improved by setting a scale.y with the following value: 0,9966472 This compensates for the earth being a little bit squashed like a basketball, because of gravity and it's spinning around. The geo data coordinates assume that the sphere is squashed, if it's not then some country lines will be hidden a little bit inside of the earth. So setting that value helps. It was computed by calculating some scale value/ratio. I forgot how I did it, but I could look into...

  • Skybuck Flying Skybuck Flying posted a comment on discussion Open Discussion

    WOW !, The country line data file is very small only 500 KB. EarthShp\Country.dat How was this file created ? Or how was it acquired ? (Or where was it downloaded from ?) The data file I was using does have a accuracy of 10 meters I think, but it is 25 megabytes of JSON. So this Country.dat is 50x smaller ! However I would like to be able to zoom in much much much closer, basically to the level of houses. So that people can target the planet, as if a UFO landed right behind a house somewhere. So...

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