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  Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer

Your code works!.. But only when I delete the application flag APP_MS_EXCLUSIVE. I'm getting correct coordinates with correct window resolution. BUT in this mode I can't move the camera freely, becau...
SONB Support 23 15,098 07-05-2009, 09:44 PM
  Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer

Esenthel Wrote:arent you receiving 0,0 in top left corner? Nope... Quote:mayb just the drawing isnt in the right place ;) Drawing?... You mean the cursor?.. Erm, I don't know :? EDIT: And if I move...
SONB Support 23 15,098 07-05-2009, 06:42 PM
  Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer

Hm, sorry, but the coordinates are still wrong...
SONB Support 23 15,098 07-05-2009, 04:39 PM
  Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer

Yesss, that would be great! When can I expect the update? :)
SONB Support 23 15,098 07-05-2009, 04:03 PM
  Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer

Sorry, I'll try to explain it better. There are differences in absolute mouse coordinates between Esenthel and Ogre. For example, I let Ogre output absolute mouse coordinates on the screen, to visua...
SONB Support 23 15,098 07-05-2009, 03:42 PM
  Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer

Hi, Esenthel! I'm trying to set up the mouse input for Hikari. The Ogre example says that I must inject absolute mouse coordinates in screen-space into Hikari, so that the Flash movie knows how to re...
SONB Support 23 15,098 07-05-2009, 02:12 PM
  Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer

Like this: texture.draw(-0.5, 0.5, 1, 1); It's dimensions should be: 130x91px, but it's much bigger. I'm looking at the implementation of Hikari in Ogre and there's a code, which looks if texWidth ...
SONB Support 23 15,098 07-04-2009, 06:29 PM
  Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer

Oh god, that's so embarassing... I put the Hikari::update() in the main update() function AFTER return true; and not BEFORE... So it was never called :oops: Ok, the best part is, now I can see the ...
SONB Support 23 15,098 07-04-2009, 05:12 PM
  Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer

texWidth and texHeight define the texture dimensions. EDIT: I debugged the update() function and found out that it's not even executed... :? I'm investigating the Hikari class right now.
SONB Support 23 15,098 07-04-2009, 04:38 PM
  Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer

Esenthel Wrote:wheter it's BGR or RGB you still should get some colors. That's what I thought too. Well there are two steps how Hikari creates my image. The first: Code: Image texture; texture.creat...
SONB Support 23 15,098 07-04-2009, 03:02 PM
  Thread: Rendering pixel buffer
Post: Re: Rendering pixel buffer

Hmm, I tried your Copy(...) method and I'm getting a grey rectangle. Maybe the types don't match? There is a function in the Hikari library, which confuses me: Code: void RenderBuffer::blitBGR(unsig...
SONB Support 23 15,098 07-04-2009, 01:25 AM
  Thread: Rendering pixel buffer
Post: Rendering pixel buffer

Hi, Esenthel! I'm trying to implement the Hikari library, as I said in the Gamedev Tools forum. Well, Hikari creates every frame a pixel buffer (unsigned char* buffer), which should be rendered in th...
SONB Support 23 15,098 07-03-2009, 02:04 AM
  Thread: Surprise
Post: Re: Surprise

Sorry, my fault. I had an outdated flash player, installed the latest version and it works like a charm, no errors :D EDIT: Just saw your new post about the updated "loop2" function... Now we'll nev...
SONB Support 15 10,611 06-23-2009, 06:04 PM
  Thread: Surprise
Post: Re: Surprise

Congratulations, Esenthel! The new website looks very professional... But the Flash menu gives me an error: "TypeError: Error #1009: Cannot access a property or method of a null object reference. a...
SONB Support 15 10,611 06-23-2009, 05:45 PM
  Thread: Missing PARTICLE_LIFE_MAX
Post: Re: Missing PARTICLE_LIFE_MAX

Thanx! This is so much easier to create particles now :)
SONB Support 2 3,438 04-22-2009, 05:19 PM
  Thread: Missing PARTICLE_LIFE_MAX
Post: Missing PARTICLE_LIFE_MAX

Hi, Esenthel. You removed PARTICLE_LIFE_MAX in the last engine version. I used it for my custom particles, setting manualy life_max for each particle. Well, before I update the engine, I wanted to as...
SONB Support 2 3,438 04-21-2009, 11:37 PM
  Thread: Chr::angle for Item object?
Post: Chr::angle for Item object?

Hi, Esenthel! I'm trying to set up the camera to follow my ship. As an example I took the VIEW_TPP from Bloody Massacre. My problem is: you insert plr.angle.x and plr.angle.y into Cam.setSpherical() ...
SONB Support 1 3,115 04-21-2009, 02:06 AM
  Thread: Node system in Esenthel (attaching objects to objects)?
Post: Node system in Esenthel (attaching objects to obje...

Hi, Esenthel. Some time ago I was playing around with Ogre3D engine, which has a node system. You create a Node, attach a mesh to that Node. Then, if you want to attach another mesh to the first mesh...
SONB Support 1 3,544 04-19-2009, 12:15 PM
  Thread: PhysPart::createConvex(...) from a Mesh?
Post: Re: PhysPart::createConvex(...) from a Mesh?

Yessss! Works like a charm :D Thanks a LOT, Esenthel! This feature is a great help for me.
SONB Support 16 11,826 04-18-2009, 10:14 PM
  Thread: PhysPart::createConvex(...) from a Mesh?
Post: Re: PhysPart::createConvex(...) from a Mesh?

Esenthel Wrote:It matters only the output number of vertexes, for example the human has lots of input vertexes, but after the creation of the convex the convex if pretty simple. Oh... NOW I get it :)...
SONB Support 16 11,826 04-18-2009, 06:15 PM