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Without that, though, D3D is probably the only real option; you're trying to draw a distorted texture, basically, and without shaders you need to wing it some other way. Regardless, the first step is going to be getting what you want fisheyed drawn to a surface, and then applying that surface to the right thing (either a round, swelling set of polygons, or run through the distortion shader).
Fish eye is more or less distorting a world, or wrather blending it self to curve backwards. you see were you are and on the sides, curved portions of the level.
Well, the entire engine is 2D. Once before when i was experementing with filters, d3d really didden't like my work. things would be upside down, stretched, invisible and even inverted.
If i had to use d3d, i would not know an efficent or even working way. previous GMC posts say to put it in OBJ_CAMERA's step event, which i have done, and for the most part, it was upside down, no effect even. very incompatible and needs to me modified. secondly, GMC complained it ate up CPU, i'd need a method of reducing that, but im sure their are many ways of optimizing.
2D can be done in 3D mode but requires a little adjustment to your approach to accomplish this. Make sure orthographic drawing is enabled; this removes the depth projection that makes things stretched out or distant. I believe it's y values that are inverted, which creates some weird problems... there's a lot of fiddling one has to do. If something passes a certain point towards the camera or away - I don't entirely remember - the inversion happens. Having a project on the side explicitly to experiment with working with 2D in the 3D environment isn't a terrible idea, frankly.
Also bear in mind that if you ever do jump to Studio, what you solve will likely break entirely. I had a project that solved a lot of that basic stuff because I wanted dynamic camera zooms and such and 3D seemed the most supportive option, but on import to Studio there was a large number of compile bugs, the adjusment or removal of which leaving me pretty much where you are now. I never really bothered to solve it.
Looking around, I've seen there's a shader extension for 8.0 (that doesn't work in 8.1, as another warning), so if you're in that ballpark you won't need 3D anyway. You probably WILL want to draw a larger area than your screen takes up, since that extended region will be bent into the fisheye and drasitcally reduced. Otherwise, BBX seems more knowledgeable than me, but you're still going to have to convert things from whatever Studio guys are doing with the native shader support to what your extension needs.
I don't even think you need cameras or anything for d3d primitives. I'm not sure though since I haven't used it before. (Indeed, I'm currently studying GLSL without much success)
As for the shader extension, if you're ready for a pretty steep learning curve (assuming it's anything like GM's own shaders and their lovely single-PDF non-referenced unlinked documentation people still think is a good idea for reasons that completely and utterly baffle me and my way of learning), you can find that right here[gmc.yoyogames.com].
\(u.u)/
This is what i get. I have very accurate fish eye but my block has an incorrect texture. i tried drawing it via background image , object itself and a sprite. i either get his pineapple looking texture or red lines. what??