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Messages - Storm Trooper

Pages: [1] 2
1
Freebasic / Re: BMP2Raw Colour Problem
« on: July 02, 2011 »
Im not after a gfx lib thing at all. I'm one of the tinyptc_ext fans.
I really like the tools bmp2raw, I was trying to work out how you pulled off and made it save the RAW file as 00-FF

2
General chat / Re: Cloud Coding
« on: July 02, 2011 »
i think the game plan for the next windows is that the majority of stuff will all be accessed in Cyber Space.

3
General chat / Re: Logitech LS21 Sound System?
« on: July 02, 2011 »
I'd guess that it's a Vibration thing for enjoying sound.

What's your OS? if it's Windows 7 read on, otherwize not sure.

I found that with some logitech products, that there aren't any Windows7 drivers, as they claim that W7 isn't a fully recognized operating system, apparently it's still in beta / testing stages. A bit wierd as they are highly well known in the computer trade.

I got drivers by using Windows Update ( If i remember change the setting to recieve updates for Windows and other products ) It's how I managed to get my logitech Webcam to work. As on Logitech site they support as far as Vista.

4
Freebasic / Re: BMP2Raw Colour Problem
« on: July 02, 2011 »
many thanks Jim. it's the code that relsoft kindly posted in the emulate bload thread.
Im interested with the ubytes, as it seems to make smaller exes.

if you look at how rbz's bmp2raw / bin2bas files are done, there is a raw bas file made up with &h00 - &hff, i've heard it called palette indexing. I cant get the raw information to match up and save properly. I also don't know where and how that is stored, to get at it.

5
Freebasic / BMP2Raw Colour Problem
« on: July 01, 2011 »
Hope you dont mind asking  this in your post. I know there's rbz's bmp2raw, this is a curiosity request. Have got the palette part with adding and andy in the shifting for r g b as ubytes.

Can't get the RAW data working though, i've made it come out as 00-FF but the values doesn't match up with the 256 / 8 bit bmp.

I forgot to bring the sauce with me, it would be nice to make it gen like. palette in ubyte's just red grn blu and the raw &h00 - &hff. Do you know how and thank you.


[Topic Split from Bload topic by Shockwave ~ Please start a new thread if your question is different.  Thanks.]

6
Freebasic / Re: Emulate BLOAD from memory?
« on: June 30, 2011 »
very handy, thanks for sharing the codes.

what would it look like for bytes / byte ptrs, &h red, &h grn, &h blu for raw and palete. thanks

7
Freebasic / Re: [glfw / ogl] Rendering Troubles
« on: June 30, 2011 »
Thanks for the points, twas the perspective range. The scaling values are set btw.
Sorry to trouble you, but what are the correct verts u/v for the whole cube?

thankyou.

8
General chat / Re: Zero to Shitty in ten minutes.
« on: June 23, 2011 »
yeah, been there seen it done it and got the t-shirts.
isn't there a game called zero hour?

9
Freebasic / [glfw / ogl] Rendering Troubles
« on: June 23, 2011 »
Hi,

can you spot what is making this code not display the object?

thanks alot,

Code: [Select]
' compile with -lang deprecated -s gui

option static
option explicit

#include "gl/gl.bi"
#include "gl/glext.bi"
#include "gl/glfw.bi"

declare sub clear_buffer        ( byval red     as single=0.0f,_
                                  byval grn     as single=0.0f,_
                                  byval blu     as single=0.0f )
                         
declare sub graphics            ( byval title   as string,_
                                  byval wwidth  as integer,_
                                  byval height  as integer,_
                                  byval mode    as integer=0 )

declare sub init_demo()
declare sub main_demo()

declare sub render_test()

init_demo()
main_demo()


sub init_demo()
   
    graphics("glfw test",640,480,1)
   
end sub


sub main_demo()
   
    while ( glfwGetKey( GLFW_KEY_ESC )=0 )
       
        clear_buffer()
       
        render_test()
       
        glfwSwapBuffers()
   
    wend

    glfwTerminate()

end sub




sub render_test()
   
    dim as single scale_x=10.0f, scale_y=10.0f, scale_z=10.0f

    glMatrixMode( GL_MODELVIEW )
   
glLoadIdentity()

glTranslatef( 0.0f, 0.0f, -10.0f )
   
    glBegin(GL_QUADS)

glColor3f( 1.0f, 1.0f, 1.0f )

glVertex3f( -scale_x,-scale_y,-scale_z )
glVertex3f( -scale_x, scale_y,-scale_z )
glVertex3f(  scale_x, scale_y,-scale_z )
glVertex3f(  scale_x,-scale_y,-scale_z )
 
    glEnd()

end sub


sub clear_buffer( byval red as single=0.0f, byval grn as single=0.0f, byval blu as single=0.0f )
   
    glClearColor( red, grn, blu, 1.0f )
    glClear     ( GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT )
   
end sub


sub graphics( byval title as string, byval wwidth as integer, byval height as integer, byval mode as integer=1 )
   
    glfwInit()
   
    if mode=1 then
        glfwOpenWindow( wwidth, height, 8,8,8,8, 32,8, GLFW_WINDOW )
    else
        glfwOpenWindow( wwidth, height, 8,8,8,8, 32,8, GLFW_FULLSCREEN )
        'glfwSwapInterval( 1 )
    end if
   
    glfwSetWindowTitle( title )
   
    glViewport      ( 0, 0, wwidth, height)     ' Reset The Current Viewport
glMatrixMode    ( GL_PROJECTION )         ' Select The Projection Matrix
glLoadIdentity  ()         ' Reset The Projection Matrix

gluPerspective  ( 45.0f, csng(wwidth/height), 0.1f, 100.0f )        ' Calculate The Aspect Ratio Of The Window.

glMatrixMode    ( GL_MODELVIEW )         ' Select The Modelview Matrix
glLoadIdentity  ()    
    glShadeModel    ( GL_SMOOTH )     ' Enables Smooth Shading
glClearColor    ( 0.0f, 0.0f, 0.0f, 0.0f )         ' Black Background
glClearDepth    ( 1.0f )     ' Depth Buffer Setup
glEnable     ( GL_DEPTH_TEST ) ' Enables Depth Testing
glDepthFunc     ( GL_LEQUAL ) ' The Type Of Depth Test To Do
glHint          ( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ' Really Nice Perspective Calculations
   
    glEnable         ( GL_CULL_FACE )                                   ' Enable Backface culling
    glPolygonMode    ( GL_FRONT, GL_FILL )
   
end sub

10
General coding questions / Re: A Better Way
« on: June 10, 2011 »
what I meant by that is, if letters are off the screen I don't think you need to worry about drawing them. I don't have an example as I haven't gotten round to writting one myself yet. the peeps in the know can probably put you in the picture, if my thinking was ok.

11
General chat / Re: Tea for two (and two for tea)
« on: June 10, 2011 »
I've always considerd myself a Cappaccino sort of guy.

And bring back Vanilla Coke!!

12
General coding questions / Re: A Better Way
« on: June 10, 2011 »
I dont think you need to be drawing all of the text message at once.

13
General chat / Re: Why you need to fail...
« on: June 01, 2011 »
Very interesting synopsis, and eye know somone whose been going through that alot of late ;)

Wouldn't the World be boring, if everyone and everything was perfect!? And I've never understood the meaning when people say, that's normal or refer to normal size, etc.

Failure Is An Option!

14
General coding questions / Deprecated
« on: May 19, 2011 »
What is meant by deprecated?
on freeBASIC there's a setting -lang deprecated, have seen it mentioned elsewhere for other languages.

15
thank you for the pointers. I don't have to work Saturday, and will crack on with figuring it out then.

16
It's a single cube with subdivided sides. I read somewhere a while ago, that this is how you make the rectangular objects in demos that are twisted / deformed.

17
Does anyone know how to create a segmented cube, by telling it x y and z amounts, and it based on being centred

This source example is semi based on 3d Blitz, I am in the stages of making it for FB. I thought it may come handy for others as well.

Solving it would be amazing!

Code: [Select]
type vertex
    as single x, y, z, u, v
end type


type triangle
    as vertex ptr v0, v1, v2
    as integer tex_num
end type


function create_seg_cube( byval segs_x as integer, byval segs_y as integer, byval segs_z as integer )
   
    dim as integer total_verts=segs_x * segs_y * segs_z
   
    dim as vertex ptr vert_index( 0 to total_verts-1 )
   
    dim as integer v0, v1, v2, v3
   
    for z as integer=0 to segs_z-1
        for y as integer=0 to segs_y-1
            for z as integer=0 to segs_x-1
               
                vert_index( vert_num )=add_vertex( model, xx, yy, zz, u, v ) : vert_num+=1
               
            next
        next
    next
   
    for z as integer=0 to segs_z-1
        for y as integer=0 to segs_y-1
            for x as integer=0 to segs_x-1
               
                v0=vert_calc
                v1=vert_calc
                v2=vert_calc
                v3=vert_calc
               
                add_triangle( model, vert_index( v0 ), vert_index( v1 ), vert_index( v2 ), texture )
                add_triangle( model, vert_index( v0 ), vert_index( v2 ), vert_index( v3 ), texture )
           
            next
        next
    next
   
end function

Thanks in advane,
Storm Trooper.

18
nicely populated ck0.
is Action Script the type of language flash / java use?

19
General chat / Re: Site Stats
« on: May 12, 2011 »
bandwidth does that mean Downloads?

20
General chat / Re: New front page
« on: May 12, 2011 »
i had a small brainwave - when I was on pouet net ( my first time ) and bitfellas, they have news about various scene related material, would that be possible on the news area here. may make more demo people come over and utlized.

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