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February 18, 2019 at 1:43 pm
in reply to: Monkey2 blog posts: Getting started with mojo3d
#16069
I’ve just updated this with some cool palette-selection/dither code to loosely represent a few different ‘retro’ systems…
Try it out at:
http://www.hi-toro.com/monkey2/retro_island/retro_island.html
Code at:
https://github.com/DruggedBunny/Retro-Island
Notes:
Hit R for retro mode: expect MASSIVE pause here on web, maybe 20-30 seconds or more! Need to somehow get this done during startup…
Hit [ and ] to cycle through a few cool ‘retro’ modes.
Hit H to hide text in retro mode.
Tested in Firefox, Chrome and Vivaldi on Windows 7 64-bit only. Download code from GitHub and build natively if it fails for you!
February 2, 2019 at 8:37 am
in reply to: Anyone know how to convert this C/C++ initialiser?! { {0,0}, 0.5 }
Oh, I see now! Thanks for that, Danilo, really appreciate it!
Hopefully I can get this converted today… thanks again.
February 2, 2019 at 3:27 am
in reply to: Anyone know how to convert this C/C++ initialiser?! { {0,0}, 0.5 }
Ah, thanks for pointing that out… the article is a little confusing, though I think the intent is to offer different options… I’ll look into that a little more closely.
Any idea on the initialisation part? I just don’t get this, and it’s not something easily searched-for!
Monkey
1MixingPlan result = { {0,0}, 0.5 };Nice work!
It’ll be the shaders needing tweaked, probably… I’m only testing on Firefox just for throwing up quick demos, but my own interest is desktop. As I mentioned, shaders and web browsers seem to be a minefield of misery.
I don’t think they do Safari for Windows these days, so…
Crude C64 resolution/palette shader. (No attribute clash implemented or planned!)
C64 Island [WebGL, Firefox-tested only!]
Will update GitHub probably tomorrow night (GMT) or over the weekend, once I’ve tweaked it more and implemented switching between Speccy and C64 modes…
Next up will have to be simple Amiga 32 and 256-colour modes, maybe 320 x 200 and/or 640 x 512, and SNES?
Nice!
Nice, like the way they hide!
Also quite cool back in 256 x 192 but with colour clash turned off. (Separate link; again recommend full-screening it. Key L is still available to toggle low-res mode off.)
Well, 256 x 192 is rather a “challenging” candidate for turning a low-contrast, fairly washed-out, realtime rendered scene into 8 Spectrum colours (each with associated ‘dark’ version) with correct colour-clash, and without sampling every 8×8 block of pixels (a MASSIVE framerate hit since GLSL isn’t meant to read anything other than the ‘current’ pixel), it wasn’t feasible to select a suitable foreground and background colour that avoided constant flickering between the two as the scene changed, so I’ve amended the Spectrum’s display size.
Here’s how the scene would be rendered if the Spectrum’s display size was 1024 x 768 instead of 256 x 192, but still with correct colours and clash.
Full-screen it. (Only testing web version in Firefox, apologies.)
I’ll upload my code once I’m done messing about…
[EDIT: Oopsie, ha ha.]
Hmm, weird, just installed Chrome and it’s working fine here! What platform/gfx card you on?
Ah, only tried in FF, web not really being my main target, but had to do a few tweaks to get that to work. Get the impression cross-browser shaders are not a lot of fun!
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