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This seems to be an area that could use some improvement.
In another thread Yourself said:
Someone should definitely mention the vertex limit for primitives as well (1024).
This section also doesn't mention that surfaces can be used as textures.
Abusing forum power since 1986.
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I think most of us does not know how to use primitives, or does not fully understand how to use them. Therefore it will be great to improve the primitives section. =)
You can even make "fake" 3D engines with primitives. (Engines like Gaston3D, Kingspace 2, Gadget3D etc). ^^
Oh, I did not know about the vertex limit =O - Thank you for the information.
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Gadget3D
Didn't use primitives. It used scaled sprites. I don't think any of them used primitives because they were released in GM 5 where primitives didn't exist.
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Gadget3D:
brush_color=make_color(color1,color2,color3);
pen_color=brush_color;
pen_size=1;
draw_polygon_begin();
draw_polygon_vertex(point1,195+(global.camz-wall_top)*scale1);
draw_polygon_vertex(point2,195+(global.camz-wall_top)*scale2);
draw_polygon_vertex(point2,195+(global.camz-wall_bottom)*scale2);
draw_polygon_vertex(point1,195+(global.camz-wall_bottom)*scale1);
draw_polygon_end();
- That is the draw event in object "Wall_basic". There are also several other walls, one for each direction.
But for the textured walls, the code looks like this:
{
draw_sprite_stretched(image,slope/3,x,195,ceil(stretchw*1.43+1),scalex*image_height);
}
EDIT: Probably not, as they all used
draw_polygon_begin()
(I should have said they used polygons... )
. - But the result looks the same when I convert them over to GM7.
Last edited by IamCalle (2007-10-24 15:37:23)
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