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Newcomers DBPro Corner / camera movement in darkbasicP

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illidan
19
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Joined: 9th Mar 2005
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Posted: 10th Mar 2005 00:43
Hi, I'm learning darkbasicP. I tested the example about "load terrains" included in darkbasicP. It's uses arrow keys to move the camera over the terrain (it's a highmap). It's uses the commands "SYNC ON", "SYNC RATE 30" at the beginning of the code, and "SYNC" in the main loop.

I observe that the camera movement is no perfect smooth. The texture drawing have not smoothness.

However I tested a example included in Blitz3d with the same highmap and texture and the camera have a perfect smoothness in the movement: the terrain "moves" very smooth.

So I want to know if the use of SYNC is not good or if there is a way to refresh the screen more efficiently. (I post the code below)

Thanksss. Regards.
Gil Galvanti
19
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Joined: 22nd Dec 2004
Location: Texas, United States
Posted: 14th Mar 2005 06:02
well u could try increasing the sync rate, idk if that would help though

Video games…they can take you places unreachable, impossible, unfeasible. They put you in the book...they put you in the movie...they put you in a world, a world that before could only be imagined.
timthepig
19
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Joined: 27th Feb 2005
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Posted: 14th Mar 2005 07:22
Your source code isn't available.

So I cannot really comment apart from the above(increase your sync rate to say 60?)

Also you may want to download Advanced Terrain DLL from this site - with the latest upgrade. Its extremely smooth! - I'm using it at the moment.
Scorpyo
22
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Joined: 26th Aug 2002
Location: italy
Posted: 15th Mar 2005 03:39
It's due to the heightmap being rough, with no smooth gradients, and very high detail (1025x1025),with no scaling at all of the terrain.

if you open help\examples\world\land.bmp you can see that, but basically it comes from not up-scaling the terrain

The new advanced terrain stuff works much better
Baggers
20
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Joined: 31st May 2004
Location: Yonder over dem dere hills
Posted: 15th Mar 2005 05:25
Last time i had a similar problem i found i was using integer values for positioning instead of float values, would be worth a check as we cant see the code.

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