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Messages - mziskandar

Pages: [1] 2
3
Unlimted Bullets pls  :kewl:

I have noitce when I face the boss and i shoot him then his Boss Health numbers went minus very quickly and secondly...I couldnt kill him as I hit him about 5 or 7 times....it is bugs?  :P

It would be cool to see Angry Square animations when they been hit and when they shoot at me...they laugh  ;)

keep going  :)

I tried to kill the boss.. getting the minus stuff too..

4
General chat / Re: I can't wait to see this used.
« on: October 11, 2009 »
Made one myself (last year) - the head tracking and the light pen.

Do not smoke or do not allow someone to smoke nearby you - wii will track that too - and get confused. Logically, it will track any possible high temperature source.

5
General chat / Re: DBF Attachment Scanner
« on: October 04, 2009 »
Sent my part to Jim.. hope it helps.

 :whack: my upload speed is 2KB. Capped around 256KB per session!  :bfuck1:

6
General chat / Re: We Are Back!
« on: September 09, 2009 »
 :cheers:
Finally up!.. Thanks for the email notification. I was thinking either is dbf are still alive or not

Actually, I blamed my isp..  :whisper:

And they said "there are some underwater cable got cut off"

Yup.. isp in my country are weird..  :whack:

7
General chat / Re: New front page..
« on: July 08, 2009 »
Wow! something new.. I'm not able to get connected since last Saturday.. I'm in cybercafe now..
Actually I have a suggestion to make. Since DBF are focused on programming, I think it will be very convenient to have a "Colored codes" - C, C++, Basic, etc.
We can get the pre-made color scheme from Notepad++.

Example: http://digitalspine.blogspot.com/2009/06/custom-3d-loader-and-viewer.html

Using Notepad++. Maybe DBF can add a tag..

Example: for C.. [CCode]bla.. bla.. bla[/CCode]

Ahh.. got to go.. will continue later when I can get online again..  :crutches:

8
I use wampserver when doing php.. http://www.wampserver.com/en/

9
 :stirrer:
I'm still learning slowly.. In my dream (since I just found out that DBF = Dark Bit Factory = thats why I use the gears) a short 5 sec demo?/splash?. Gears rotates into 'DBF'. Light shines from behind.. enhancing DBF with volumetric lights..

The final image should be the gears and the gears and enhanced DBF hole with volumetric lights - those light bloom thingy... mmm..

..and the one of the small 'B' gear shouldn't touches the big 'D' gear.. so that it can rotates nicely..
 :stirrer:

10
Slowly WIP... suggestions/ideas are welcome..

11
Just a suggestion..

Logos are better square.. so that it can be fit as an icon easily. Eg: apps icon for apps distributed, icon for demos, favicon for websites, etc.

Recognizable even with 24x24 (icon)

3~4 main colors (not including shading for beautification)

I'll try to come out with something else..  :stirrer:

12
sketch... pls suggest color..



rotate counter clockwise... becomes DBF..

13
@Shockwave

From my experience in designing logo - I'm the type of person that 1.00000 is not equal to 1.00001 or 0.999999. I'm always slowed down by grid, rotating circle/sphere (due to mesh faces) - maybe too technical rather than arts. Resulting logos that not artistic - Blocky Font.

My friends always says, "relax a bit.. let the pixel flow.. as long as the monitor can give the nice picture". What I've learned before designing logo - I will follow this step when I'm stuck..
  • direction/vision/action of the company/organization
  • MASCOT
  • mascot action
  • colors
  • restriction - "eg: Don''t ever use this color. This color represent the opposition" - and I find it stupid
  • tweak design to the above restriction

I will start thinking adopting a mascot (not necessary an animal) for DBF. Any suggestion?  :whisper:

14
@Shockwave

Thank you. I'm not expert. Still learning.. made the model just because now I really now why quads are better than tris - and just got my blender to work properly with my card with new tweaks.

About logos - if copying, shouldn't be that hard, if redesigning - gonna take sometimes to get a good one.

15
General chat / Re: Many Happy Returns - JIM!
« on: June 26, 2009 »
Happy birthday!  :buddies:
Wish for your long life, good health and happiness..  :cheers:

16



Project Ababil (WIP). Learning proper modeling with quads - for better subsurf.
Executable (copy the link and paste to address bar to download).
http://www13.brinkster.com/cyberlife/blender/blenderf15test01.zip

17
C / C++ /C# / Re: [c] Trying on OpenGL 3..
« on: June 26, 2009 »
..and finally (last week) I found out that my gfx didn't support opengl 3 (100%).. sticking to 2.1  :bananaphallus:

18
C / C++ /C# / Re: [c] Trying on OpenGL 3..
« on: June 15, 2009 »
Ahh.. no wonder the second code (without glut and glew) takes few sec even to pop a white window..  :o
Thanks Ferris.. I will try again..

attached, is the first code + bin (with glut and glew)

19
C / C++ /C# / Re: [c] Trying on OpenGL 3..
« on: June 15, 2009 »
Hi Ferris...

The "in and "out" is just testing.. found it somewhere in some forum - I can't recall where, it doesn't effect either its included or not as far as I know.  :trans:

From what I've read... "It turns out it's not that straight forward. Essentially what we need to do is to call wglCreateContextAttribsARB instead of wglCreateContext, the tricky part is that wglCreateContextAttribsARB is an extension and to be able to use it with the help of wglGetProcAddress we need a rendering context, which is exactly what wglCreateContextAttribsARB does, so we need to trick it." - http://flashbang.se/index.php?id=56

I'm also not sure on how to properly/efficiently shading polygons.. then manipulate it..  :carrot:

20
C / C++ /C# / Re: [c] Trying on OpenGL 3..
« on: June 14, 2009 »
Hi Jim..

For previous version of OpenGL I'm not using glut and glew - directly "glext.h". I'm a little confused about creating context in OpenGL 3 - That's why I'm using glew right now.

This is another code without glut and glew.. quite messy - experimenting..

I'm trying to understand this: Create gl3 context > vao > vbo > attached shader > object manipulation (eg: rotation, translate, etc)

Code: [Select]
#include <windows.h>
#include <gl/gl3.h>
#include <gl/wglext.h> //should i remove this?
#include <stdio.h>

char szAppName[] = "3D Viewer";
HWND  hWnd;
HDC   hDC;
HGLRC hRC;

#define WIDTH 640
#define HEIGHT 320

GLvoid drawScene(GLvoid);
GLvoid createObjects(GLvoid);

LONG WINAPI MainWndProc (HWND, UINT, WPARAM, LPARAM);

const GLchar* vshaderSrc = "in vec3 pos;void main(){gl_Position = vec4(pos, 1);}";
const GLchar* fshaderSrc = "out vec4 color;void main(){color = vec4(1, 0.1, 0, 1);}";

PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL;

PFNGLCREATESHADERPROC glCreateShader = NULL;
PFNGLSHADERSOURCEPROC glShaderSource = NULL;
PFNGLGETSHADERIVPROC glGetShaderiv = NULL;
PFNGLCOMPILESHADERPROC glCompileShader = NULL;

PFNGLCREATEPROGRAMPROC glCreateProgram = NULL;
PFNGLATTACHSHADERPROC glAttachShader = NULL;
PFNGLLINKPROGRAMPROC glLinkProgram = NULL;
PFNGLGETPROGRAMIVPROC glGetProgramiv = NULL;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = NULL;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray = NULL;
PFNGLGENBUFFERSPROC glGenBuffers = NULL;
PFNGLBINDBUFFERPROC glBindBuffer = NULL;
PFNGLBUFFERDATAPROC glBufferData = NULL;
PFNGLDELETEBUFFERSPROC glDeleteBuffers = NULL;

PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation = NULL;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = NULL;
PFNGLUSEPROGRAMPROC glUseProgram = NULL;

PFNGLDRAWARRAYSPROC glDrawArrays = NULL;
PFNGLCLEARPROC glClear = NULL;

GLuint compileShader(GLenum shaderType, const GLchar* source)
{
    GLuint shader = glCreateShader(shaderType);
    glShaderSource(shader, 1, &source, NULL);
    glCompileShader(shader);
    GLint status;
    glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
    if (!status) {
        printf("shader compile error");
        return 0;
    }
    return shader;
}



int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
MSG msg;
WNDCLASS wndclass;

// Register the frame class
wndclass.style         = 0;
wndclass.lpfnWndProc   = (WNDPROC)MainWndProc;
wndclass.cbClsExtra    = 0;
wndclass.cbWndExtra    = 0;
wndclass.hInstance     = hInstance;
wndclass.hIcon         = LoadIcon(hInstance, szAppName);
wndclass.hCursor       = LoadCursor(NULL,IDC_ARROW);
wndclass.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wndclass.lpszMenuName  = szAppName;
wndclass.lpszClassName = szAppName;

if (!RegisterClass(&wndclass)) return FALSE;

// Create the frame
hWnd = CreateWindow ( szAppName,
"3D Viewer for Ababil",
WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS | WS_CLIPCHILDREN,
CW_USEDEFAULT,
CW_USEDEFAULT,
WIDTH, HEIGHT,
NULL, NULL,
hInstance, NULL );

if (!hWnd){
MessageBox(NULL,"Windows creation failed", "Error",MB_OK);
return FALSE;
}

hDC = GetDC(hWnd);

PIXELFORMATDESCRIPTOR pfd, *ppfd;
int pixelformat;
ppfd = &pfd;

ppfd->nSize = sizeof(PIXELFORMATDESCRIPTOR);
ppfd->nVersion = 1;
ppfd->dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
ppfd->dwLayerMask = PFD_MAIN_PLANE;
ppfd->iPixelType = PFD_TYPE_COLORINDEX;
ppfd->cColorBits = 16;
ppfd->cDepthBits = 16;
ppfd->cAccumBits = 0;
ppfd->cStencilBits = 0;

pixelformat = ChoosePixelFormat(hDC, ppfd);

if((pixelformat = ChoosePixelFormat(hDC, ppfd)) == 0)
{
MessageBox(NULL,"ChoosePixelFormat failed", "Error",MB_OK);
return 0;
}

if(SetPixelFormat(hDC, pixelformat, ppfd) == FALSE)
{
MessageBox(NULL,"SetPixelFormat failed", "Error",MB_OK);
return 0;
}

ShowWindow(hWnd, nCmdShow);
//UpdateWindow(hWnd);


HGLRC tempContext = wglCreateContext(hDC);
    wglMakeCurrent(hDC,tempContext);

    int attribs[] =
    {
        WGL_CONTEXT_MAJOR_VERSION_ARB, 3,//we want a 3.0 context
        WGL_CONTEXT_MINOR_VERSION_ARB, 0,
        //and it shall be forward compatible so that we can only use up to date functionality
        WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
        0
    }; //zero indicates the end of the array

    PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL; //pointer to the method
    wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC) wglGetProcAddress("wglCreateContextAttribsARB");
    if (wglCreateContextAttribsARB == NULL) //OpenGL 3.0 is not supported
    {
        MessageBox(NULL,"Cannot get Proc Adress for CreateContextAttribs", "ERROR",MB_OK);
        wglDeleteContext(tempContext);
        return 0;
    }

    if (!(hRC=wglCreateContextAttribsARB(hDC,0, attribs)))
    {
        wglDeleteContext(tempContext);
        MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
        return 0;
    }
    wglDeleteContext(tempContext);

    if (!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
    {
        MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
        return 0;
    }

    //ShowWindow(hWnd,SW_SHOW); // Show The Window
    //SetForegroundWindow(hWnd); // Slightly Higher Priority
    //SetFocus(hWnd); // Sets Keyboard Focus To The Window


    //createObjects();

glCreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
glShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
glGetShaderiv = (PFNGLGETSHADERIVPROC)wglGetProcAddress("glGetShaderiv");
glCompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");

glCreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram");
glAttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader");
glLinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram");
glGetProgramiv = (PFNGLGETPROGRAMIVPROC)wglGetProcAddress("glGetProgramiv");
glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)wglGetProcAddress("glGenVertexArrays");
glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)wglGetProcAddress("glBindVertexArray");
glGenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)wglGetProcAddress("glDeleteBuffers");

glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)wglGetProcAddress("glGetAttribLocation");
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wglGetProcAddress("glVertexAttribPointer");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glEnableVertexAttribArray");
glUseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram");

GLuint vshaderID = compileShader(GL_VERTEX_SHADER, vshaderSrc);
    GLuint fshaderID = compileShader(GL_FRAGMENT_SHADER, fshaderSrc);

    GLuint programID = glCreateProgram();
    glAttachShader(programID, vshaderID);
    glAttachShader(programID, fshaderID);
    glLinkProgram(programID);
    GLint status;
    glGetProgramiv(programID, GL_LINK_STATUS, &status);
    if (!status) {
        printf("GL_LINK_STATUS error");
    }

    // VAO
    GLuint vertexArrayID;
    glGenVertexArrays(1, &vertexArrayID);
    glBindVertexArray(vertexArrayID);

    // VBO
    GLuint bufferID;
    glGenBuffers(1, &bufferID);
    glBindBuffer(GL_ARRAY_BUFFER, bufferID);
    float vertexData[] = { 0.0f, 0.5f, 0.0f,  -0.5f, -0.5f, 0.0f,  0.5f, -0.5f, 0.0f };
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);

    const GLuint posIndex = glGetAttribLocation(programID, "pos");
    // this binds currently binded VBO to VAO
    glVertexAttribPointer(posIndex, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(posIndex);
    glUseProgram(programID);

    glDrawArrays = (PFNGLDRAWARRAYSPROC)wglGetProcAddress("glDrawArrays");
glClear = (PFNGLCLEARPROC)wglGetProcAddress("glClear");
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);

SwapBuffers(hDC);

while (1)
{
while (PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE) == TRUE)
{
if (GetMessage(&msg, NULL, 0, 0) )
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
return 1;
}
}
//drawScene();
}
}

LONG WINAPI MainWndProc (HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
    switch (uMsg)
    {
    case WM_CREATE:
{
break;
}

    case WM_PAINT:
{
//drawScene();
break;
}

        case WM_CLOSE:
        /*if (hRC) wglDeleteContext(hRC);
if (hDC) ReleaseDC(hWnd, hDC);
hRC = 0;
hDC = 0;
DestroyWindow(hWnd);*/
            PostQuitMessage(0);
        break;

        case WM_DESTROY:
        /*if (hRC) wglDeleteContext(hRC);
if (hDC) ReleaseDC(hWnd, hDC);*/
            return 0;

        case WM_KEYDOWN:
        {
            switch (wParam)
            {
                case VK_ESCAPE:
                    PostQuitMessage(0);
                break;
            }
        }
        break;

        default:
            return DefWindowProc(hWnd, uMsg, wParam, lParam);
    }

    return 0;
}

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