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Messages - Raizor

Pages: [1] 2 3 4 5 6 7 8 ... 47
1
C / C++ /C# / Re: [C++][OpenGL] Sine Scroller
« on: May 22, 2013 »
Great stuff lucastar \o/

Looking forward to see how you did it :)

2
General chat / Re: Fun with l.e.d.s
« on: May 21, 2013 »
Wonderful ninogenio, thanks very much :)

3
General chat / Re: Fun with l.e.d.s
« on: May 21, 2013 »
Thanks ninogenio for the info :)

ill dig out some links with the parts you will need if you like.

That would be lovely, thanks :)

4
General chat / Re: Fun with l.e.d.s
« on: May 21, 2013 »
I've always wanted to try my hand at electronics, and I have collected a few books over the years. To be honest, it still kinda scares me a bit, I'm not sure why. Would you recommend an Arduino as a first step Ninogenio? I've been thinking about building some sort of remote controlled webcam that sits on a motorized platform that I can control remotely. Not sure if that's a bit too ambitious for a first project though :)

Anyway, this is really great and has got me needing to actually read some of those books properly now. Any other suggestions for basic things I should pick up for getting started would be great (breadboards etc).

And thanks for the greet :)

5
General chat / Re: Fun with l.e.d.s
« on: May 21, 2013 »
Very cool :)

6
C / C++ /C# / Re: [C++][OpenGL] Sine Scroller
« on: May 19, 2013 »
Haha :) It's certainly achievable, but you're probably best leaving it until you have the angle and scrolling stuff sorted IMHO. Of course, it's totally up to you, but that's the order I'd approach it in.

7
C / C++ /C# / Re: [C++][OpenGL] Sine Scroller
« on: May 19, 2013 »
I wouldn't worry too much about changing the character shape yet. Sure, you can do some really cool stuff like make it warp in the Z plane, so that it bulges towards and away from you, but leave that until later.

For now, I'd probably just try to angle the characters. How about changing the rotation angle by using the distance the character is above or below the baseline? For instance, if the character is positioned vertically in the middle of the screen, it would be rotated 0 degrees. As it moves up vertically, the rotation angle increases. Do the same for when the character moves down vertically (but use negative rotation below the center point), and I think it would look pretty good.

Don't give up yet, you're almost there :)

8
Purebasic / Re: Nfo Scroller
« on: May 16, 2013 »
Well I think I was wrong that it would be too hard for a beginner I guess its a really good small project to learn from.
It has all the stuff needed while learning  like string / file, event, sprite handling... Lets see if I can make it better  :D

:D

9
Purebasic / Re: Nfo Scroller
« on: May 15, 2013 »
Wow, that's looking pretty damn good already Dev0 :)

10
Purebasic / Re: Nfo Scroller
« on: May 15, 2013 »
Yes, probably not the easiest of first projects, but do-able with a little time I'm sure. And will be pretty cool when it's working :)

I'd attack it in stages:

1. Have a background image to represent your text (can be anything, just mock up a image with some text in photoshop or whatever).
2. Get the transparent gradient overlay stuff working, so it sits over the dummy background image.
3. Make the background image taller than the view area, so you can work on the scrolling.
4. Add the text rendering stuff to replace the dummy background image.

It's been a while since I've been anywhere near Purebasic/Freebasic, but I'd be inclined to use a TTF font rather than a bitmap font. That way you can let the user choose a different font more easily. I'd probably also stick with using a background image for the text and just render the text directly onto the background image. As the text doesn't need to change once it's rendered, this would probably be easier (IMHO). It would also give you the advantage of being able to use the code you write for steps 1 and 3.

11
C / C++ /C# / Re: [C++][OpenGL] Sine Scroller
« on: May 15, 2013 »
You're most welcome lucastar, good luck :)

12
Purebasic / Re: Nfo Scroller
« on: May 15, 2013 »
Do you mean having the text fading towards being totally transparent at the top and bottom of the view area? If so, I'd be inclined to use an overlayed PNG image that is totally opaque at the top and bottom, the middle would be totally transparent and the transparency value would reduce as your neared the top/bottom. You could then just draw the PNG over the top of the view area. Not sure if this would work for you, but it's what I'd try first.

13
C / C++ /C# / Re: [C++][OpenGL] Sine Scroller
« on: May 14, 2013 »
Here you go lucastar.

The attached RAR file contains only the files I've changed. If you unpack that into the "framework64k" inside your project dir, you should be good to go.

It now draws a white quad (square) in the middle of the screen. I've changed the vertex shader to animate the quad according to the current time value. I've added some comments to the shader that hopefully make sense. Essentially, the shader does this.

1. Get the vertex position of the vertex (in local/object space).
2. Rotate the vertex according to the current time value.
3. Transform the vertex vertically according to sin(time), so that it bobs up and down.
4. Transform the vertex horizontally according to time, so it moves across the screen from right to left.
5. Transform the vertex into world space.

There was a bug in msys_glext.h causing oglUniform1f not to work. It was mapped to PFNGLUNIFORM1IPROC, rather than PFNGLUNIFORM1FPROC, basically pointing to the function that sets a uniform int value rather than float. I expect this was causing you some unknown headaches too. I've fixed it in the included file.

Hopefully there's enough here to get you going. You'll probably want to include a fragment shader at some point to do some fancy colouring or texture mapping for the characters.

raizor

14
C / C++ /C# / Re: [C++][OpenGL] Sine Scroller
« on: May 14, 2013 »
Sure, that makes perfect sense :)

15
C / C++ /C# / Re: [C++][OpenGL] Sine Scroller
« on: May 14, 2013 »
Ok. Is there a particular reason for using a vertex shader? do you have something in mind? Just curious as I started playing around with fragment shaders to begin with.

16
C / C++ /C# / Re: [C++][OpenGL] Sine Scroller
« on: May 14, 2013 »
I should probably also ask, what are you expecting to see on screen?

17
C / C++ /C# / Re: [C++][OpenGL] Sine Scroller
« on: May 14, 2013 »
I'll have a look in a min lucastar. I stupidly uninstalled all versions of visual studio other than 2012 the other day, so you probably won't be able to open the project once I edit it (unless you have vs 2012?). I should be able to at least find the issue and point it out though. Fingers crossed :)

18
C / C++ /C# / Re: [C] 64-bit XM player
« on: May 13, 2013 »
A lot of the XM libraries I've come across contain inline x86 ASM, which does make it a problem for 64bit use.

chibi itplay would probably work, but it looks like you'll need to wire it up to DirectSound yourself. this forum post seems to have some relevant info. Sounds like there's nothing 'perfect' out of the box, but you should be able to get something up and running for x64 without too much hassle.

19
C / C++ /C# / Re: [C++][OpenGL] Sine Scroller
« on: May 13, 2013 »
thanks Raizor, i used your font classes to load the image and bind the texture correctly  ;).

Great :)

20
C / C++ /C# / Re: [C++][OpenGL] Sine Scroller
« on: May 13, 2013 »
Works fine here lucastar, on Win7 x64 with a GTX 580 card.

Curious to see how it looks when scrolling across the screen  :)

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