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Messages - Mynes

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1
GFX & sound / Re: Graphics Members
« on: January 22, 2010 »
I need some lessons off you then mate my PS is in need of some help??

100 dollar pounds per lesson mate ;D It really isn't anything you can't Google around for its just a merge of those type of techniques (3D TEXT, PS Painting).

Mynes, PM sent dude.

Replied. :)

2
GFX & sound / Re: Graphics Members
« on: January 21, 2010 »
Thanks for the comments guys.

3
GFX & sound / Re: Graphics Members
« on: January 21, 2010 »
100% photoshop.

4
GFX & sound / Re: Graphics Members
« on: January 21, 2010 »


Something recent.


5
GFX & sound / Re: Graphics Members
« on: January 21, 2010 »
 ;D Thanks for the comment, and yeah I did.

6
GFX & sound / Re: Graphics Members
« on: January 21, 2010 »
Are you looking for this type of work?

*clearly not finished*

7
Freebasic / Re: uFMOD : XM_NOLOOP Funtion
« on: October 16, 2008 »
I got some help :D just after i posted it,

if anyone needs it example would be

Code: [Select]
uFMOD_PlaySong(@"Music\MY.xm",0 ,XM_FILE OR XM_NOLOOP)

8
Freebasic / uFMOD : XM_NOLOOP Funtion
« on: October 16, 2008 »
Well i'm stuck with this one. . .

I have my code set to load the XM from file (externally)

Code: [Select]
uFMOD_PlaySong(@"Music\MY.xm",0 ,XM_FILE)
but i can't seem to get the XM_NOLOOP function mentioned here ;

Code: [Select]
XM_NOLOOP    An XM track plays repeatedly by default. Specify
'                    this flag to play it only once.

To work :/ any ideas

9
Freebasic / I Need Some Help..
« on: September 24, 2008 »
Hi all,

I've been messing around with some of the source files on here and >trying< to understand what the hell I'm doing  :D However I've run into a little snag,

I played about with a sine scroller from Shockwave and added various other elements from other sources however, when i run it in a window mode it runs really fast and then in full screen its really slow,

could any one help me with this.


.exe and source attached

-
Also wanna say thanks to the people that post there source up here :D its such a great help :D

10
Thanks Guys for the links you posted up i had a looked and downloaded the sources, and played around with them to get a bit more of an understanding, :D and i did to an extent, I also played around with the uFmod library, i create chiptunes (not saying there great) but its just handy to know the library for Basic, I didn't want to hurt your ears so included a nice chiptune from a VRL Cracktro not one of mine :D

how can i make this better  ???

Code: [Select]
'-------------------------------------------------------------------------------
'                                   /\/otes
'-------------------------------------------------------------------------------
'add to the settings on the compiler
'"<$fbc>" "<$file>" ufmod.o  -s gui
'
' [Some Original Source By Shockwave][edited of course by Mynes :P]
'
'-------------------------------------------------------------------------------


    Option Static
    Option Explicit

    #INCLUDE "GL/gl.bi"
    #INCLUDE "GL/glu.bi"
   
   
'   INCLUDE WINDOWS.BI AFTER GL, GLU.   

    #INCLUDE "WINDOWS.BI"
    #include "uFMOD/ufmod.bi"

    'Include our music
    #include "Music.bas"
   
    Dim hWave As HWAVEOUT
   
    hWave = uFMOD_PlaySong(@Music(0),30231,XM_MEMORY)
   
    uFMOD_SetVolume(60)

'===============================================================================   
' MODE 20 = 1024*768 - 24 BIT - DEFAULT PAGES -
' FLAG = 3 (2 for gl drawing + 1 for full screen) FOR GL DRAWING
'===============================================================================

    'Set the window title
    Windowtitle "Well This Sucks, !_!"

    Screen 19,24,,2
   
    glViewport 0, 0, 800, 600
   
    Dim angle As Single            '' X Rotation
    Dim angle1 As Single
    Dim angle2 As Single


While((GETASYNCKEYSTATE(VK_ESCAPE)<> -32767) )

glClear GL_COLOR_BUFFER_BIT Or GL_DEPTH_BUFFER_BIT

glEnable GL_DEPTH_TEST
glEnable GL_NORMALIZE

glMatrixMode GL_PROJECTION       
glLoadIdentity                 

glMatrixMode GL_MODELVIEW       
glLoadIdentity                 


        glRotatef(angle, 3.0, 0.0, 0.0)
        glRotatef(angle1, 0.0, 2.0, 0.0)
        glRotatef(angle2, 0.0, 0.0, 1.0)
       

       

GLBEGIN GL_TRIANGLES

'the TOP, RIGHT, LEFT, are so ballsed up
   
    GLCOLOR3F   1.0, 1.0, 1.0           '
    GLVERTEX3F  0.0, 1.0, 0.0           ' TOP
    GLCOLOR3F   0.0, 1.0, 0.0           '
    GLVERTEX3F  1.0, -1.0, 0.0          ' RIGHT
    GLCOLOR3F   0.0, 1.0, 0.0           '    
    GLVERTEX3F -1.0, -1.0, 0.0          ' LEFT
   
    GLCOLOR3F   1.0, 0.0, 0.0           '
    GLVERTEX3F  0.0, -1.0, 1.0           ' TOP
    GLCOLOR3F   1.0, 1.0, 1.0           '
    GLVERTEX3F  0.0, 1.0, 0.0          ' RIGHT
    GLCOLOR3F   1.0, 0.0, 0.0           '    
    GLVERTEX3F -1.0, -1.0, 0.0          ' LEFT
   
     GLCOLOR3F  0.0, 0.0, 1.0           '
    GLVERTEX3F  0.0, -1.0, 1.0           ' TOP
    GLCOLOR3F   0.0, 0.0, 1.0           '
    GLVERTEX3F  1.0, -1.0, 0.0          ' RIGHT
    GLCOLOR3F   1.0, 1.0, 1.0           '    
    GLVERTEX3F  0.0, 1.0, 0.0           ' LEFT
   

   
   
   

GLEND

Flip
   
        angle = angle + 0.1
        angle1 = angle1 + 0.2
        angle2 = angle1 + 0.6
   
Wend
End


11
Freebasic / Trying To Port Some C++ Tut's to Basic
« on: August 23, 2008 »
Hi, Hi, i've been looking around these forums for quite sometime but as of yet not posted D:

However i've been wanting to learn OpenGL for quite sometime, i tried my hand at C++ but found that it was a little to complex for me especially throwing OpenGL in there, this is why i turned back around and try learn basic, (not doing to bad at the moment) Only problem is i'm trying my hand at OpenGL now in basic, thanks to all the peep's that post source up has helped me out, however i'm still confused on alot of the funtions, when i tried my hand at C++ and OpenGL i found some really good tutorials at :

http://www.videotutorialsrock.com

i'm been trying to follow then using basic not don't to bad of a job however i came up stuck and could not get any further and some of the C++ functions used threw my off :S

This was the first tut's source which if anyone could help me port to basic would help loads on the rest of the tutorials, (i understand asking such a task maybe not the greatest first post)

Code: [Select]
/* Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above notice and this permission notice shall be included in all copies
 * or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 */
/* File for "Basic Shapes" lesson of the OpenGL tutorial on
 * www.videotutorialsrock.com
 */



#include <iostream>
#include <stdlib.h> //Needed for "exit" function

//Include OpenGL header files, so that we can use OpenGL
#ifdef __APPLE__
#include <OpenGL/OpenGL.h>
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif

using namespace std;

//Called when a key is pressed
void handleKeypress(unsigned char key, //The key that was pressed
int x, int y) {    //The current mouse coordinates
switch (key) {
case 27: //Escape key
exit(0); //Exit the program
}
}

//Initializes 3D rendering
void initRendering() {
//Makes 3D drawing work when something is in front of something else
glEnable(GL_DEPTH_TEST);
}

//Called when the window is resized
void handleResize(int w, int h) {
//Tell OpenGL how to convert from coordinates to pixel values
glViewport(0, 0, w, h);

glMatrixMode(GL_PROJECTION); //Switch to setting the camera perspective

//Set the camera perspective
glLoadIdentity(); //Reset the camera
gluPerspective(45.0,                  //The camera angle
   (double)w / (double)h, //The width-to-height ratio
   1.0,                   //The near z clipping coordinate
   200.0);                //The far z clipping coordinate
}

//Draws the 3D scene
void drawScene() {
//Clear information from last draw
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glMatrixMode(GL_MODELVIEW); //Switch to the drawing perspective
glLoadIdentity(); //Reset the drawing perspective

glBegin(GL_QUADS); //Begin quadrilateral coordinates

//Trapezoid
glVertex3f(-0.7f, -1.5f, -5.0f);
glVertex3f(0.7f, -1.5f, -5.0f);
glVertex3f(0.4f, -0.5f, -5.0f);
glVertex3f(-0.4f, -0.5f, -5.0f);

glEnd(); //End quadrilateral coordinates

glBegin(GL_TRIANGLES); //Begin triangle coordinates

//Pentagon
glVertex3f(0.5f, 0.5f, -5.0f);
glVertex3f(1.5f, 0.5f, -5.0f);
glVertex3f(0.5f, 1.0f, -5.0f);

glVertex3f(0.5f, 1.0f, -5.0f);
glVertex3f(1.5f, 0.5f, -5.0f);
glVertex3f(1.5f, 1.0f, -5.0f);

glVertex3f(0.5f, 1.0f, -5.0f);
glVertex3f(1.5f, 1.0f, -5.0f);
glVertex3f(1.0f, 1.5f, -5.0f);

//Triangle
glVertex3f(-0.5f, 0.5f, -5.0f);
glVertex3f(-1.0f, 1.5f, -5.0f);
glVertex3f(-1.5f, 0.5f, -5.0f);

glEnd(); //End triangle coordinates

glutSwapBuffers(); //Send the 3D scene to the screen
}

int main(int argc, char** argv) {
//Initialize GLUT
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(400, 400); //Set the window size

//Create the window
glutCreateWindow("Basic Shapes - videotutorialsrock.com");
initRendering(); //Initialize rendering

//Set handler functions for drawing, keypresses, and window resizes
glutDisplayFunc(drawScene);
glutKeyboardFunc(handleKeypress);
glutReshapeFunc(handleResize);

glutMainLoop(); //Start the main loop.  glutMainLoop doesn't return.
return 0; //This line is never reached
}

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