#41
Posted 12 May 2015 - 07:43 PM
I've made these changes and additions to the API:
- Added surf:drawHLine and surf:drawVLine
- Added the ability to remove functions from the API code to save disk space (look at the function documentation for dependencies)
- Removed all global references (surface.*) so you can load the API as something else than "surface" or load it locally
It is also 156 bytes smaller than version 1.5.3 and the ability to remove functions can make you save up to 90% disk space.
You can download the new version from the same pastebin as before:
pastebin get 5YWfPd8Z surface
If you want to download version 1.5.3 for some reason you can still do that:
pastebin get J2Y288mW surface
#42
Posted 14 May 2015 - 12:44 PM
The term.scroll, term.clearLine and term.setCursorBlink from surf:getTerm didn't work properly.
I've fixed it by now.
You can download version 1.6.2 from the same pastebin as before:
pastebin get 5YWfPd8Z surface
Edited by CrazedProgrammer, 14 May 2015 - 01:02 PM.
#43
Posted 05 June 2015 - 11:47 PM
Edited by syfyguy13, 05 June 2015 - 11:47 PM.
#44
Posted 06 June 2015 - 12:20 AM
#45
Posted 09 June 2015 - 11:28 AM
if its possible you should try to make a 3D rendering engine, a basic one that supports rendering faces and primitive objects like cubes,
if you want i would like to help with that part
anyways, i have got an idea for a system where you can use multiple monitors on one system without low level program support
#47
Posted 09 June 2015 - 04:39 PM
wilcomega, on 09 June 2015 - 11:28 AM, said:
if its possible you should try to make a 3D rendering engine, a basic one that supports rendering faces and primitive objects like cubes,
if you want i would like to help with that part
anyways, i have got an idea for a system where you can use multiple monitors on one system without low level program support
I'm currently working on something called OpenGraphics.
It will have high-speed canvases (surfaces in the Surface API) and real perspective 3D.
You will be able to remove all functions without having to worry about function dependencies.
You can already use multiple monitors on one system by drawing parts of a surface to different monitors (see the documentation of surf:render).
#48
Posted 17 June 2015 - 06:08 PM
#49
Posted 17 June 2015 - 06:27 PM
wilcomega, on 17 June 2015 - 06:08 PM, said:
It would be sooooo nice to have more pixels.
The 3D part was probably for testing the triangle/polygon filling algorithm.
I doubt it will come out in the next two months.
#50
Posted 09 July 2015 - 12:21 PM
#51
Posted 07 August 2015 - 12:10 PM
EDIT: and you could pick the center of rotating
EDIT2: And this is very nice, it runs sooo smooth that I cant even.
Edited by LeDark Lua, 07 August 2015 - 12:23 PM.
#52
Posted 05 September 2015 - 08:53 PM
#53
Posted 06 September 2015 - 09:48 AM
Lightning, on 05 September 2015 - 08:53 PM, said:
If you want to draw a surface mirrored, then you can use the surf:drawSurfaceScaled function and make x1 bigger than x2 and/or y1 bigger than y2.
#54
Posted 18 September 2015 - 11:41 AM
#55
Posted 19 September 2015 - 04:19 PM
funzrey_, on 18 September 2015 - 11:41 AM, said:
#56
Posted 19 September 2015 - 09:05 PM
#57
Posted 20 September 2015 - 06:49 AM
#58
Posted 23 September 2015 - 08:37 AM
Lightning, on 19 September 2015 - 09:05 PM, said:
surf:shader(function (c, back, t) return c, 2 ^ (15 - math.log(back) / math.log(2)), 2 ^ (15 - math.log(t) / math.log(2)) end)
Edited by CrazedProgrammer, 23 September 2015 - 08:42 AM.
#59
Posted 23 September 2015 - 08:45 AM
LeDark Lua, on 20 September 2015 - 06:49 AM, said:
#60
Posted 17 October 2015 - 10:06 PM
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