Author Topic: Screen Shots  (Read 29141 times)

0 Members and 2 Guests are viewing this topic.

kryton9

  • Guest
Re: Screen Shots
« Reply #30 on: December 16, 2010, 08:21:01 PM »
Neat Charles, don't recall every hearing about this type of programming, but makes sense.

Charles Pegge

  • Guest
Re: Screen Shots
« Reply #31 on: December 22, 2010, 03:45:13 PM »
Spirodome 2






« Last Edit: February 07, 2011, 04:49:22 AM by Charles Pegge »

kryton9

  • Guest
Re: Screen Shots
« Reply #32 on: December 23, 2010, 10:56:52 AM »
Again a very nice new shape and screenshot, thanks!

Charles Pegge

  • Guest
Re: Screen Shots
« Reply #33 on: March 26, 2011, 03:41:29 AM »
Jpeg Images using GDIplus (examples/GUI/ImageWin.o2bas)

« Last Edit: April 16, 2011, 07:15:09 AM by Charles Pegge »

Charles Pegge

  • Guest
Re: Screen Shots
« Reply #34 on: April 16, 2011, 07:20:19 AM »
Jpeg background image texture using GDIplus (examples/GUI/PortViewer2.o2bas)

This screen has been posed :)  hint: F7,   4,  M+ArrowKeys

« Last Edit: April 16, 2011, 07:47:15 AM by Charles Pegge »

kryton9

  • Guest
Re: Screen Shots
« Reply #35 on: April 20, 2011, 08:47:21 PM »
Nice seeing the progress Charles, thanks.

JRS

  • Guest
Re: Screen Shots
« Reply #36 on: April 21, 2011, 10:25:09 PM »
Wow!

It really runs well under Linux. I was using my mouse to move the image around and it was a instant reaction to every movement. AMAZING!

Charles Pegge

  • Guest
Re: Screen Shots
« Reply #37 on: May 01, 2011, 11:46:30 PM »

Using examples/GUI/PortViewer2.o2bas

 F5 NumKey 7  ArrowKeys to move/rotate =/- to enlarge or reduce





F4 for wire frame orthogonal view




PortViewer2 Controls
Code: [Select]
17:23 04/12/2010
Charles Pegge

DEMO:

Work in progress to develop Opengl Controls including text navigation,
editing, and to give OxygenBasic a thorough workout!

-------------
Viewing Modes
=============


  Function keys
  =============
  F1  (reserved for help)
  F4  Wire frame orthogonal view
  F5  Shaded 3d view
  F6  Four viewports combining orthogonal and perspective
  F7  Listing
  F8  Combined Listing with Perspective view of object
  F9  Reset position of object

  Other active keys:
  '-----------------

  Numeric keys: used for selecting demo objects
  1  Helical
  2  Torus Cylinder Composite
  3  Gaussian surface with noise
  4  Gaussian surface with noise and texture
  5  Faceted cone and cylinder
  6  Spirodome
  7  Palace Composite


  Space: toggles object rotation
  M +    speed up rotation
  M -    slow down rotation
  P      Take Jpeg Photo

  +      enlarge object
  -      reduce object
  left arrow   rotate y axis clockwise
  right arrow  rotate y axis anticlockwise
  up arrow     rotate x axis
  down arrow   rotate x axis
  Home         Move left
  End          Move right
  Pg Up        Move Up
  Pg Down      Move down

  When "M" key is held down:

  left arrow         Move left
  End          Move right
  Pg Up        Move Up
  Pg Down      Move down




  Mouse
  =====

  Moving with:

  Left Button Down   Rotate Object

  when 'M' key is also held down the Object can also be moved in X and Y directions




  '-------------
  List/Edit Mode
  '=============

  Scrolling zones:
  '---------------

  Using the mouse:

  UP    Top Left
  DOWN  Bottom Left

  When Left button is held down:

  Highlight select word and character

  Left button double click

  The selected word is highlighted and any other occurence of the character
  pattern is also highlighted throughout the listing.


  The Window may be freely resized

  Navigation keys:
  ----------------

  UP DOWN LEFT RIGHT
  PAGE-UP PAGE-DN HOME END
  CTRL-PG-GUP CTRL-PG DN

  F1 (reserved for help)
  F3: jump to next highlighted keyword.


Charles

kryton9

  • Guest
Re: Screen Shots
« Reply #38 on: May 03, 2011, 04:44:58 PM »
Thanks for the update Charles.

A quick question, what does this exactly do?
 $ GDIplus   
In the help it says it defines a constant, but what value is assigned to the constant when none is given?




Charles Pegge

  • Guest
Re: Screen Shots
« Reply #39 on: May 03, 2011, 07:32:19 PM »
Hi Kent,

Macro or equate  would be more accurate. It is equivalent to '%'.

In this case, it is just a null entity which can be tested later: #ifdef GDIplus ...#endif

Charles

Charles Pegge

  • Guest
Re: Screen Shots
« Reply #40 on: May 03, 2011, 09:42:53 PM »

Generating tower blocks:



Code: [Select]

  glNewList drawing_List 10, GL_COMPILE
  '====================================
  '
  '--------
  'BUILDING
  '========
  '
  glpushmatrix
  glbegin GL_QUADS
  '
  '
  'FRONT
  '
  glNormal3f  0,  0,  1
  glVertex3f -1,  0,  1
  glVertex3f -1,  2,  1
  glVertex3f  1,  2,  1
  glVertex3f  1,  0,  1
  '
  'RIGHT
  '
  glNormal3f  1,  0,  0
  glVertex3f  1,  0,  1
  glVertex3f  1,  2,  1
  glVertex3f  1,  2, -1
  glVertex3f  1,  0, -1
  '
  'BACK
  '
  glNormal3f  0,  0, -1
  glVertex3f  1,  0, -1
  glVertex3f  1,  2, -1
  glVertex3f -1,  2, -1
  glVertex3f -1,  0, -1
  '
  'LEFT
  '
  glNormal3f -1,  0,  0
  glVertex3f -1,  0, -1
  glVertex3f -1,  2, -1
  glVertex3f -1,  2,  1
  glVertex3f -1,  0,  1
  '
  'TOP
  '
  glNormal3f  0,  1,  0
  glVertex3f -1,  2,  1
  glVertex3f -1,  2, -1
  glVertex3f  1,  2, -1
  glVertex3f  1,  2,  1
  glend
  glpopmatrix
  glEndList



  glNewList drawing_List 11, GL_COMPILE
  '====================================
  '
  '------------
  'TOWER BLOCKS
  '============
  '
  single ma[10]<=(.15, .15, .2, 1.0,  .15, .15, .2, 1.0,   .0,  .0, .1, 1.0,  0)
  SetMaterial ma
  '
  'roadways ahead
  '
  for i=1 to 7
  glpushmatrix
  gltranslatef .8*i-1.2,0,0 '-3.5
  glscalef .1, .005, 4.0
  glCallList drawing_List 10 'building
  glpopmatrix
  next
  '
  'roadways across
  '
  for i=1 to 9
  glpushmatrix
  gltranslatef 2, 0, i*.8-3.3 '-6.8
  glscalef 3, .005, .1
  glCallList drawing_List 10 'building
  glpopmatrix
  next
  '
  'block of buildings
  '
  StandardMaterial
  '
  glTranslatef 0, 0, 3.5
  '
  for j=1 to 8
  for i=1 to 6
  partno i
  glpushmatrix
  glscalef .2+rnd()*.05, .5+rnd()*.2, .15+rnd()*.125
  glCallList drawing_List 10 'building
  glpopmatrix
  gltranslatef .8,0,0
  next
  gltranslatef -4.8,0,-.8
  next
  '
  glEndList


Charles

kryton9

  • Guest
Re: Screen Shots
« Reply #41 on: May 04, 2011, 01:23:23 AM »
That is cool. Getting into procedural stuff, I like it!!!

Charles Pegge

  • Guest
Re: Screen Shots
« Reply #42 on: May 05, 2011, 01:31:59 AM »

Adding variety to the tower forms:



Charles Pegge

  • Guest
Re: Screen Shots
« Reply #43 on: September 08, 2011, 12:35:18 PM »

Mace head used for attacking bugs!



Peter

  • Guest
Re: Screen Shots
« Reply #44 on: September 09, 2011, 06:21:09 AM »
Hi Charles,

looks like a spike bomb.

Code: [Select]
IndexBase 0
Include "window.h"

SetWindow "Charles Spike Bomb",640,600,w_1
SetFont 12,24,0,"times"
SetColorKey 255,128,255
sys_mode=4

sys spike,x,z,fps
spike= LoadBmp "spiky/spike32.bmp",256,256

While WinExit=0
fps = ShowFrames()
cls 0x00FF00
SetBmp spike,50,10,512,512,z
z +=1
iF z >=32 Then z=0
SetText "Frames = " + fps,0,0,0x5F8BDC
DoEvents
SwapBuffers
WaitFrames 10
Wend

WinEnd