Farla͉̙̱̣͕ͯͣ̒̓͆̐nds (aka official zalgo spam thread)

Author Topic: Farla͉̙̱̣͕ͯͣ̒̓͆̐nds (aka official zalgo spam thread)  (Read 35561 times)

Cool story bro. If it's not stretched to you then surely it's not stretched for other people according to your logic.

you must be zoomed in like 200%

holy stuff if dedicated servers worked with steam i'd host a farlands exploration server

I'm going to use this with the renderman mod.

I have a loving 1920X1080 screen and the page is not stretched at all.
Maybe your browser sucks?
Or not everyone has a 1920 width resolution.




Or not everyone has a 1920 width resolution.
Uh 1920 is pretty much standard.

But that's not the point - he said he has a 1920x1080 screen.

[IMG ]http://i.imgur.com/XiwVzs0.jpg[/img]

We tried building a house and the brick movement wouldn't work.
Looks like that moon is a no-draw area


Extreme version
Replace minimum_vert.glsl in shaders
Code: [Select]


    #version 120
    
    // Varying.
    varying vec3 worldNormal;
    varying vec3 worldPos;
    
    // Misc uniforms.
    uniform vec3 camPos;
    uniform mat4 obj2World;
    uniform mat4 world2Cam;
    
    // Surface calculations, including specular power.
    varying vec2 texCoord;
    vec4 viewDelta;
    
    // Fogging.
    uniform vec4 fogBaseColor;
    uniform vec4 fogConsts;
    uniform sampler2D fogTex;
    varying vec2 fogCoords;
    
    void main()
{
 // Bricks always in world space.
  worldPos = (obj2World * vec4(gl_Vertex.xyz, 1.0f)).xyz;
  worldNormal = ((obj2World * vec4(gl_Normal.xyz, 0.0f)).xyz);

  if(length(gl_Normal.xyz) < 1.1f)
   worldNormal.xyz = normalize(worldNormal.xyz);

 // Do some camera delta math.
 viewDelta.xyz = worldPos - camPos;
 viewDelta.w   = length(viewDelta.xyz);
 viewDelta.xyz = -normalize(viewDelta.xyz);

 // Fog can be done per-vertex.
 fogCoords.x = clamp((fogConsts.y - viewDelta.w) * fogConsts.x, 0.0f, 1.0f);
 fogCoords.y = clamp((worldPos.z - fogConsts.z) * fogConsts.w, 0.0f, 1.0f);

  // Project the brick pos and normal.
 gl_Position = gl_ProjectionMatrix * world2Cam * vec4(worldPos, 1.0f);

 gl_Position.xyz = vec3(gl_Position.x + sin(gl_Position.z), gl_Position.y + sin(gl_Position.z), gl_Position.z);

 // Pass color through.
 gl_FrontColor = gl_Color;
 
 // Pass texcoords through.
 texCoord = gl_MultiTexCoord0.st;
}

Uh 1920 is pretty much standard.

But that's not the point - he said he has a 1920x1080 screen.

uh actually no
800 x 600 is a standard modern screen resolution
1366 x 768 is a larger screen resolution
1920 x 1080 is pretty freakin large and is one of the top-tier resolutions

just because you have a big screen doesn't make it standard

Wait what, 800x something is standard? I thought 1024 x something was

Wait what, 800x something is standard? I thought 1024 x something was
1024x is next up

800 x 600 is a standard modern screen resolution
Uh, no it's not. This is 800x600. You telling me that's your entire resolution?



A half-decent monitor these days is about 1600x900 at least.