4/7/2023 0 Comments Docs2 game maker![]() Table 10.2 Glide constants that specify arguments to grTex functions. Table 9.6 The number of TMUs affects texture mapping functionality. Table 9.5 Scale factors for texture color generation. Table 9.2 Mapping pixels to texture coordinates in texture maps. Table 6.3 Specifying local and other alpha values. Table 6.2 Scale factors for the alpha combine function. Table 5.4 Overriding the local color when the high order bit of a texture is set. Table 5.3 Choosing local and other colors for the color combine unit. Table 5.2 The color combine function scale factor. Table 5.1 Configuring the color combine unit. Table 4.1 The location of the origin affects triangle orientation and the sign of its area. Table 3.2 Frame buffer resolution and configuration. State Coherency and Contention Between Processesįigure 3.2 Logical layout of the linear frame buffer.įigure 4.4 Polygon orientation and the sign of the area.įigure 4.5 Aliased and anti-aliased lines.įigure 9.2 Point sampled and bilinear filtering.įigure 10.2 The size of a mipmap depends on the setting of the evenOdd flag.įigure 10.5 Replacing a few rows of an LOD.įigure 11.1 Reading from and writing to the LFB.įigure 11.2 Frame buffer writes: encoding the location of the origin as the sign of the strideInBytes.įigure 12.1 The Voodoo Graphics status register. Linear z Buffering and Coordinate System Ranges Using LOD Bias To Control Texture Aliasing Writing a Rectangle of Pixels into the LFBĬhapter Fourteen Programming Tips and Techniquesįloating Point Vertex Snapping and Area CalculationsĪvoiding Screen Clears by Rendering Background Polygons Special Effects and Linear Frame Buffer Writes The Color Palette (not implemented in TMU Revision 0)ĭownloading a Decompression Table or Color PaletteĬhapter Eleven Accessing the Linear Frame Buffer No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, without prior written consent.Įxamples of Configuring the Texture Pipeline Other product names are trademarks of the respective holders.Ĭopyright © 1995- 1997 by 3Dfx Interactive, Inc.Īll rights reserved. MS-DOS and Win32 are trademarks of Microsoft, Inc. OpenGL is a trademark of Silicon Graphics, Inc.Īutodesk CDK is a trademark of Autodesk, Inc. ![]() Glide, TexUS, Pixel fx and Texel fx are trademarks of 3Dfx Interactive, Inc. Programming the 3Dfx Interactive Glide Rasterization Library 2. Am I missing something specific about XBOX One controllers? I think that in the course the teacher uses an XBOX 360 controller, which I don't have./home/usr/bk/glide/docs2.3.1/GLIDEPGM.DOC When I try with my gamecube controller connected using a Mayflash GC Controller Adapter on slot 4, it works. ![]() I tried using two different XBOX One controller but I have the same problem. However, when I launch the game and try to use the buttons or the joystick, nothing happens. I get a message saying "0: XInput STANDARD GAMEPAD". If(gamepad_is_connected(i)) show_message(string(i) + ": " + gamepad_get_description(i)) I know that my gamepad is detected because when I run this code: var numPads= gamepad_get_device_count() Jump_held = gamepad_button_check(_dev, gp_face1) īlock = gamepad_button_check(_dev, gp_shoulderr) Jump = gamepad_button_check_pressed(_dev, gp_face1) Up = gamepad_axis_value(_dev, gp_axislv) _deadzone Īttack = gamepad_button_check_pressed(_dev, gp_face2) Left = gamepad_axis_value(_dev, gp_axislh) _deadzone keyboard inputĪttack = keyboard_check_pressed(vk_shift) Here is the get_input() script with both keyboard support (which works fine when there is no controller connected) and gamepad support. I am following along this udemy course and in the section where we implement a very simplistic gamepad support, I am unable to make my XBOX One controller work as demonstrated in the lecture.
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