Recent Posts

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71
Freebasic / Re: bumpmapping
« Last post by ninogenio on May 15, 2013 »
ahh i see,

and does your code wait on the threads finishing before updating the frame or does it just unlock them and let them run, the way mines is if i remove the threadwaits i get similar behavior too yours, 100% usage with about 280 fps, yours gets 340fps but that would be down too mmx.

sorry for all the questions im new too all this kind of stuff and its great too be able too ask people with as much knowledge as your self questions about it.
72
Purebasic / Nfo Scroller
« Last post by dev0 on May 15, 2013 »
Well,
seems today is my question day  ;D
I'm trying to figure out how I could scroll the contents of an nfo file in PureBasic like this:

On the Bottom of the Window it fades in until its completely visible somewhere in the middle on top of he screen it fades out unil its invisible.... The scrolltext is not pure white a light grey gradient is on top though...

The scroller scrolls automatically until you use your cursor keys then you can scroll the text yourself (up or downwards) if you stop hitting those keys the scroller scrolls again after some delay...

Well and how let the nfo file stay intact while displaying it (you know kind of special font involved)
Basically something which you can find in the typical C.O.R.E. Intro (C.O.R.E. Intro Engine)

Not sure am I right here but my idea is the following:

I would need 2 sprites here? One containing the font the other the gradient bachground and in some why I must merge both together (blend them)? For the fade in / out stuff I'm not sure maybe I can use a Png for this stuff above the scroller?
73
Purebasic / Editors / Tools for Demo or Intro coding
« Last post by dev0 on May 15, 2013 »
Hi,
from several sources I could find here which includes e.g.  copperbars, vector scrollers, sinus scrollers ...
Does there exists Tools for PureBasic (I'll remember some tools on Amiga where you can simple draw a sinus line and the tool calculates the code for it, same for copperbars color stuff...)

regards
74
Other languages / Re: [JavaScript] Rock N' Roll Racing
« Last post by combatking0 on May 15, 2013 »
K++ Perfect! Just what I was looking for.
75
Purebasic / Re: Directx9 Framework Update to 0.0.3
« Last post by dev0 on May 15, 2013 »
This is really nice I'll just wonder if there is more to come (effects like plasma, sinus scrollers, vectors...) or its finished?

regards
76
Freebasic / Re: bumpmapping
« Last post by hellfire on May 15, 2013 »
do you think its possible i might have mutual exchange issues with my threading and that might make the cpu sit around a lot of the time each frame and do nothing.
would passing the the same segment of memory too different threads even though they were working on different cells cause any binding issues.
I guess you're not using any kind of mutexing, so there's no reason why any of the threads should wait.
And as every thread works on his own block of data, the threads cannot interfere.
However, every thread needs his own set of temporary variables - when working on the same global variable from different threads, the result is of course totally unpredictable.

But there can still be really awkward situations like this one:
Code: [Select]
// once loaded from memory, both variables will be kept in the same cache line
int dataA;
int dataB;

core0:
dataA= 1234;    // write value back into cache

core1:
int value= dataB;
// cache line of dataB got invalided because core0 modified
// memory which refers to the same cache line!
// must request core0 to write its' cache line back into memory
// wait until memory is available
// read back whole cache line
// wait until data is available in the cache
77
Projects / Re: My 1kb textmode console spinning sphere.
« Last post by Chalisque on May 15, 2013 »
Having grown up in the days of MSDOS and the 8bitters, I still love what can be done with text mode or a simple display architecture.  I many ways, I find demos that show creativity within tight restrictions more impressive than hollywood graphics when given the full power of modern hardware.

I am playing with operating system designs for fun (reading through Tanenbaum's book and some on LISP and FORTH and other stuff) and when it comes to text mode, I am thinking of doing a composite mode thing (like modern window systems do with graphics).  Eventually, the hope is that it will make a nice toy for people to play once again with the possibilities of old fashioned and retro text modes.
78
General chat / Re: ATARI Arcade Developer Center
« Last post by jace_stknights on May 15, 2013 »
ahaha nice  :D
79
C / C++ /C# / Re: [C++][OpenGL] Sine Scroller
« Last post by Raizor 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
80
C / C++ /C# / Re: [C++][OpenGL] Sine Scroller
« Last post by Raizor on May 14, 2013 »
Sure, that makes perfect sense :)
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