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Dominik Koziol
wrote
on 29-Aug-2012:
Hello.
I have download the official XE2 - Demo (30 days trial) and get a bug after another. :(
Most frustrating is the lack of "basic" examples of FireMonkey 3D.
#1
I search a example for camera rotation and zooming in FireMonkey 3D. Like use left mouse button to rotate the camera around the scene and use the mouse wheel to zoom in and out. I have create one, I do not know if this is the best practicable.
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Mike Sutton
replied
on 30-Aug-2012:
(snip) Not an expert in FMX 3D, but I'll have a bash.
(snip)
Monitor for input (OnKeyDown etc) and update the Rotation and Position properties should do that.
(snip)
As above.
(snip)
That's down to you. FMX simply handles the rendering of the scene, it's not a game engine.
(snip)
There is transparency, but (remembering another post on here) it doesn't work the way to probably expect it to (sorry, can't remember the full details).
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Dominik Koziol
replied
on 02-Sep-2012:
(snip)
Yes and No(for me). If you want use a "selection frame" to select mutliple objects in one step that not help me/you. You must transform the 2D coordinates in 3D, to select the right objects. But here is no description for it.
(snip)
You must transform 2D in 3D coordinates.. in documentation I found nothing to do that.
(snip)
That is very complex for custom meshes and a basic feature of all 3d engines! http://irrlicht.sourceforge.net/docu/example007.html
I do not understand what this has to do with a "game engine".
Only as a hint: http://box2d.org/forum/viewtopic.php?f=21&t=8344 a official request by embarcadero
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Stefan Baciu
replied
on 05-Sep-2012:
(snip)
Hi,
This questions are a bit weird.
#1
there is TCamera.RotationAngle, it cannot be more explicit than that.
for zooming, if you search for 3d projection on google, you will see that if you are closer to the object, it will look bigger, so just implement mousewheel event to change the position of the Camera according to the alpha
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Mike Sutton
replied
on 05-Sep-2012:
(snip)
I understood there where some issues in XE2 with transparency in 3D. Are you saying these are fixed now?
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Eric Grange
replied
on 05-Sep-2012:
(snip)
How is transparency enabled in XE3?
I tested, but could only see blending (as in XE2), f.i. with a new
project, use the following form (text DFM below), and the following
Timer1Timer event:
Dummy2.RotationAngle.Y:=30*Frac(Now)*86400;
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Eric Grange
replied
on 05-Sep-2012:
(snip) AFAICT this still applies (see sample code I posted in reply)
http://delphitools.info/2011/11/04/rendering-semi-transparent-objects-in-firemonkey/
But I would like to know if they're working on it or if there are
undocumented ways to enable it.
Eric
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Stefan Baciu
replied
on 05-Sep-2012:
Hi,
Well I was thinking about transparency which uses blending. The real transparency is not enabled and don't know when it will be here.
Sorry for the mess, I feel ashamed.
Regards,
Stefan
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Eric Grange
replied
on 05-Sep-2012:
(snip) Don't feel ashamed for being the messenger and trying to help!
(snip) Do you know if it's on the radar? ie. somewhere in the "todo list", even
if it hasn't been planned yet.
This is really something that has to be handled at the core scene graph
level, otherwise it'll just be hacks.
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Stefan Baciu
replied
on 06-Sep-2012:
(snip)
Hi Eric,
I haven't heard anything about it, but it can come as a feature request and if customers want it, I think it will be implemented.
Best regards,
Stefan
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