View Full Version : What do you miss in TBGL ?
Petr Schreiber
30-09-2005, 17:43
Hi,
Please feel free to use this topic for posting ideas for new versions of TBGL.
I can't promise I will implement it all, but if I would be able to do it, I will do it :)
One thing which is already implemented in TBGL 0.1.5 is the use of lights.
Thanks,
Psch
RobertoBianchi
02-10-2005, 16:24
Also lights, you have done a lot of work!
I hope to see the TBGL 0.1.5 asap.
Regards,
Roberto
Petr Schreiber
02-10-2005, 20:17
Hi Roberto,
I'm pleased you like the lights.
I'd like to release TBGL 0.1.5 as soon as possible, but I'm struggling with this problems now:
1/ Eros suggested support for multiple TBGL windows
... I have painless ( for me ) half-solution now. In one TBGL window you can define various viewports. It's kind of splitscreen technology, which is used in many games. But I don't know if it's enough for Eros :(. Eros ? :)
2/ Predefined primitives
... I'v made various primitive 3D objects to use: cube, cylinder, sphere and torus.
I'm bit confused how to produce auto-generated texture coordinates for them :(.
I'm not sure if they should have "default" quality of model, or declarable one...
tbgl_cylinder lowerRadius, higherRadius, height and quality ( number of edges ) as optional parameter ?
What do you think it's more suitable?
Thanks,
Psch
ErosOlmi
02-10-2005, 22:21
Absolutelly enough, Psch. You are making a good job. I hope this will interest other people. Do not give up.
One thing: this module is your creature so you have the last word on it :)
We are working on User Interface. Seems to have reach a good point but still some Windows messages get lost.
Roberto is still working on Console module in order to add some new functionalities likr save/restore screens. We want Console module very complete.
Thanks
Eros