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Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer
Your code works!.. But only when I delete the application flag APP_MS_EXCLUSIVE. I'm getting correct coordinates with correct window resolution.
BUT in this mode I can't move the camera freely, becau... |
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SONB |
Support |
23 |
17,996 |
07-05-2009, 09:44 PM |
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Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer
Esenthel Wrote:arent you receiving 0,0 in top left corner?
Nope...
Quote:mayb just the drawing isnt in the right place ;)
Drawing?... You mean the cursor?.. Erm, I don't know :?
EDIT: And if I move... |
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SONB |
Support |
23 |
17,996 |
07-05-2009, 06:42 PM |
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Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer
Hm, sorry, but the coordinates are still wrong... |
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SONB |
Support |
23 |
17,996 |
07-05-2009, 04:39 PM |
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Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer
Yesss, that would be great!
When can I expect the update? :) |
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SONB |
Support |
23 |
17,996 |
07-05-2009, 04:03 PM |
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Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer
Sorry, I'll try to explain it better.
There are differences in absolute mouse coordinates between Esenthel and Ogre. For example, I let Ogre output absolute mouse coordinates on the screen, to visua... |
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SONB |
Support |
23 |
17,996 |
07-05-2009, 03:42 PM |
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Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer
Hi, Esenthel!
I'm trying to set up the mouse input for Hikari. The Ogre example says that I must inject absolute mouse coordinates in screen-space into Hikari, so that the Flash movie knows how to re... |
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SONB |
Support |
23 |
17,996 |
07-05-2009, 02:12 PM |
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Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer
Like this:
texture.draw(-0.5, 0.5, 1, 1);
It's dimensions should be: 130x91px, but it's much bigger.
I'm looking at the implementation of Hikari in Ogre and there's a code, which looks if texWidth ... |
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SONB |
Support |
23 |
17,996 |
07-04-2009, 06:29 PM |
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Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer
Oh god, that's so embarassing... I put the Hikari::update() in the main update() function AFTER return true; and not BEFORE... So it was never called :oops:
Ok, the best part is, now I can see the ... |
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SONB |
Support |
23 |
17,996 |
07-04-2009, 05:12 PM |
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Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer
texWidth and texHeight define the texture dimensions.
EDIT: I debugged the update() function and found out that it's not even executed... :?
I'm investigating the Hikari class right now. |
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SONB |
Support |
23 |
17,996 |
07-04-2009, 04:38 PM |
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Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer
Esenthel Wrote:wheter it's BGR or RGB you still should get some colors.
That's what I thought too.
Well there are two steps how Hikari creates my image.
The first:
Code:
Image texture;
texture.creat... |
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SONB |
Support |
23 |
17,996 |
07-04-2009, 03:02 PM |
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Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer
Hmm, I tried your Copy(...) method and I'm getting a grey rectangle. Maybe the types don't match?
There is a function in the Hikari library, which confuses me:
Code:
void RenderBuffer::blitBGR(unsig... |
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SONB |
Support |
23 |
17,996 |
07-04-2009, 01:25 AM |
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Thread: Rendering pixel buffer
Post: Rendering pixel buffer
Hi, Esenthel!
I'm trying to implement the Hikari library, as I said in the Gamedev Tools forum.
Well, Hikari creates every frame a pixel buffer (unsigned char* buffer), which should be rendered in th... |
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SONB |
Support |
23 |
17,996 |
07-03-2009, 02:04 AM |
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Thread: Surprise
Post: Re: Surprise
Sorry, my fault. I had an outdated flash player, installed the latest version and it works like a charm, no errors :D
EDIT: Just saw your new post about the updated "loop2" function... Now we'll nev... |
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SONB |
Support |
15 |
12,691 |
06-23-2009, 06:04 PM |
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Thread: Surprise
Post: Re: Surprise
Congratulations, Esenthel!
The new website looks very professional... But the Flash menu gives me an error: "TypeError: Error #1009: Cannot access a property or method of a null object reference. a... |
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SONB |
Support |
15 |
12,691 |
06-23-2009, 05:45 PM |
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Thread: Missing PARTICLE_LIFE_MAX
Post: Re: Missing PARTICLE_LIFE_MAX
Thanx! This is so much easier to create particles now :) |
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SONB |
Support |
2 |
3,998 |
04-22-2009, 05:19 PM |
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Thread: Missing PARTICLE_LIFE_MAX
Post: Missing PARTICLE_LIFE_MAX
Hi, Esenthel.
You removed PARTICLE_LIFE_MAX in the last engine version. I used it for my custom particles, setting manualy life_max for each particle.
Well, before I update the engine, I wanted to as... |
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SONB |
Support |
2 |
3,998 |
04-21-2009, 11:37 PM |
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Thread: Chr::angle for Item object?
Post: Chr::angle for Item object?
Hi, Esenthel!
I'm trying to set up the camera to follow my ship. As an example I took the VIEW_TPP from Bloody Massacre.
My problem is: you insert plr.angle.x and plr.angle.y into Cam.setSpherical() ... |
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SONB |
Support |
1 |
3,580 |
04-21-2009, 02:06 AM |
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Thread: Node system in Esenthel (attaching objects to objects)?
Post: Node system in Esenthel (attaching objects to obje...
Hi, Esenthel.
Some time ago I was playing around with Ogre3D engine, which has a node system. You create a Node, attach a mesh to that Node. Then, if you want to attach another mesh to the first mesh... |
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SONB |
Support |
1 |
4,094 |
04-19-2009, 12:15 PM |
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Thread: PhysPart::createConvex(...) from a Mesh?
Post: Re: PhysPart::createConvex(...) from a Mesh?
Yessss! Works like a charm :D
Thanks a LOT, Esenthel! This feature is a great help for me. |
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SONB |
Support |
16 |
14,141 |
04-18-2009, 10:14 PM |
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Thread: PhysPart::createConvex(...) from a Mesh?
Post: Re: PhysPart::createConvex(...) from a Mesh?
Esenthel Wrote:It matters only the output number of vertexes, for example the human has lots of input vertexes, but after the creation of the convex the convex if pretty simple.
Oh... NOW I get it :)... |
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SONB |
Support |
16 |
14,141 |
04-18-2009, 06:15 PM |