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Messages - ahayweh

#1
What errors are you getting? Using the method  you are using, you *have* to intialize all members of the DEVMODE struct. If you only want to  init certain members, just use the member access operator.

Here is a rip from an old engine of mine :

pOGL is a pointer to a OpenGL interface struct.

DEVMODE dmScreenSettings;

memset(&dmScreenSettings , 0 , sizeof(dmScreenSettings));

dmScreenSettings.dmSize=sizeof(dmScreenSettings);   
dmScreenSettings.dmPelsWidth   = pOGL->contextPitch;         
dmScreenSettings.dmPelsHeight   = pOGL->yResolution;         
dmScreenSettings.dmBitsPerPel   = pOGL->contextDepth;            
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
#2
http://en.wikipedia.org/wiki/Hexadecimal

There will always be valid reasons to how this stuff. Mainly stuff like bitmasks,compression algos...
#3
Sup,

Thanks for the input. Rbaz:awesome tool man. I think it would be worth intergrating the tracker with the generator, if only to slightly increase the speed you can create -n- sync prods. So you just wrote you own GUI code for the texture stuff. Thats cool, I will explore both routes, and hope to post the result here soon.

Peace,

ahayweh
#4
    Hello all,
   
    New to the board, and I must say this was a good find. I am working on writing a texture/content/scene generation/composition tool, and am wondering what tools you have used to do this. I noticed that Conspiracy/FR's tools use thier own GUI code, which is admirable, but not something I plan on doing. Any luck with Win32/MFC/WinForms? Thanks,

     ahayweh