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@aspcartman

Posts: 4

NGLNewbie

Mon, Jul 2 2012


Hello! I would like to ask a few things:

1. What's the best way of implementing the update()?
In GLKit I had global update() func and a timeSinceLastUpdate( or Draw) variable, so i could easy implement - update (float dt); method in make game objects. What's the best way of doing this in NinevehGL? Calling logic in - draw method is nonsence (drops framerate=everything become slow).

2. How to set a background image? I suggest just making a 2D Mesh with a texture, but do i have to create a different meshes for levels with different sizes?

Thanks.
PS: It's strange, that this framework aint used widely. It is just awesome.
0% like this - 0/0

@dineybomfim

Posts: 571

NGLAdmin

Mon, Jul 2 2012


In response to: @aspcartman

Hey buddy,

Thanks, about your PS, I think it's because this things that it doesn't have yet.

1. The "drawView" is called automatically. Remember it runs on background, so you should not make synchronized actions inside it, this will probably drop the fps. About the update, I don't know if I understand what you're trying to do. But the drawView is already a cycle. If you want to use the background loop of NinevehGL you can do that with NGLTimer and NGLCoreTimer protocol.

2. It's better work with a transparent NGLView and place an UIImageView behind it. This can help you to set a transparent NGLView (read this).

Thanks again for your compliments.
100% like this - 1/1

@aspcartman

Posts: 4

NGLNewbie

Mon, Jul 2 2012


In response to: @dineybomfim

I've managed to achive the first thing by using NSDate thingy.

Now another problem - i can't find any way to load textures to these models. I'm running out of ideas.

http://cl.ly/3D1w0O2Z1N1l1F3N161L

F.jpg and FS.jpg - are same, just different sizes. Thought it could change anything.
0% like this - 0/0

@aspcartman

Posts: 4

NGLNewbie

Mon, Jul 2 2012


And what if i want to create, for example, 10 of these asteroids. Do i need 10 meshes?
0% like this - 0/0

@dineybomfim

Posts: 571

NGLAdmin

Mon, Jul 2 2012


In response to: @aspcartman

Hello buddy,

1. Inside your OBJ files, the texture name is always "RockRed0038_2_M.jpg", there is no F.jpg or FS.jpg
To set a custom texture you will need something like:

NGLTexture *texture = [NGLTexture init2DWithFile:@"F.jpg"];
[[(NGLMaterialMulti *)myMesh.material materialWithName:@"Material"] setDiffuseMap:texture];
[myMesh compileCoreMesh];


Notice that "Material" is the name of your material inside the 3D software. You can also use index instead of name.
The compileCoreMesh should be called only once after you change everything you need inside a mesh.

2. Yes, you need 10 NGLMesh instances, however you can use "copy" or "copyInstance" for that, much faster than importing again.
0% like this - 0/0

@PetrBodnar

Posts: 17

NGLNewbie

Tue, Aug 28 2012


@aspcartman said:


I've managed to achive the first thing by using NSDate thingy.

Can you explain how you implement update?
0% like this - 0/0
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