• What are you working on? v19
    6,590 replies, posted
Well I got texture loading to work, but out of the entire texture, only one color shows. For proof, I randomize the R of the color and it only shows once. Hmm, maybe a texture loading error or what
Rather stupid question but I'm struggling to get an easy answer on google; With XNA, using Console.Write, where exactly is it writing to? Where is the console? Using visual studio c# 2010
[QUOTE=robmaister12;31557395]make sure that you generate and bind a texture before you call that - glGenTextures(1, &myTexture); glBindTexture(GL_TEXTURE_2D, myTexture); and make sure to unbind afterwards - glBindTexture(GL_TEXTURE_2D, 0);[/QUOTE] Doing that makes it not work completely.
[QUOTE=chaz13;31557571]Rather stupid question but I'm struggling to get an easy answer on google; With XNA, using Console.Write, where exactly is it writing to? Where is the console? Using visual studio c# 2010[/QUOTE] Set your project to a console application instead of a windows application to get the console to appear.
[QUOTE=Map in a box;31557616]Doing that makes it not work completely.[/QUOTE] you also have to bind and unbind the same texture ID when rendering the object - that's how OpenGL textures have worked since the very beginning.
[QUOTE=robmaister12;31557696]you also have to bind and unbind the same texture ID when rendering the object - that's how OpenGL textures have worked since the very beginning.[/QUOTE] You have to unbind after you render with it?
[QUOTE=esalaka;31556834]Possible and simple by knowing the exact time the "random byte array" was created.[/QUOTE] I meant doing it without having access to the source of entropy. Or in other words, do it heuristically. Sort of a noise clean.
[QUOTE=Map in a box;31558049]You have to unbind after you render with it?[/QUOTE] If you don't undbind (bind to 0), the next object will be rendered with the same texture unless you bind another texture. You also have to make sure that GL_TEXTURE_2D is enabled before rendering an object with a texture - glEnable(GL_TEXTURE_2D); As for the texture loading only a red channel, I'm not sure what's causing it, but I've never had to call glPixelStorei, comment that out and see if it changes anything.
[QUOTE=robmaister12;31558477]If you don't undbind (bind to 0), the next object will be rendered with the same texture unless you bind another texture. You also have to make sure that GL_TEXTURE_2D is enabled before rendering an object with a texture - glEnable(GL_TEXTURE_2D); As for the texture loading only a red channel, I'm not sure what's causing it, but I've never had to call glPixelStorei, comment that out and see if it changes anything.[/QUOTE] I'm only drawing one object atm. But anyway it still doesn't work. :(
[img]http://img109.imageshack.us/img109/6085/samplen.png[/img] Working on my comp entry. All the art you see is final :v: Nearly done to be honest.
Question for you guys. I looked into some simplex noise examples and none seem to contain any random-ness to them (in the actual code, no random() calls or anything). How do they typically add the random-ness to it so that a 200x200 picture is different each time?
[QUOTE=Map in a box;31558777]I'm only drawing one object atm. But anyway it still doesn't work. :([/QUOTE] You aren't feeding it a png, jpg, etc. directly, are you? You should be decompressing it into a simple r, g, b, a array. I'd put a breakpoint somewhere in there and see if your "rgba" array is properly formatted.
[QUOTE=Bang Train;31559219]Question for you guys. I looked into some simplex noise examples and none seem to contain any random-ness to them (in the actual code, no random() calls or anything). How do they typically add the random-ness to it so that a 200x200 picture is different each time?[/QUOTE] A good thing about them is that if you give the noise function the same parameters it will always be the same. However, since it can go to infinity, for randomness, you just pick a different "position" within the infinite space to be random. (From what I know)
[QUOTE=robmaister12;31559246]You aren't feeding it a png, jpg, etc. directly, are you? You should be decompressing it into a simple r, g, b, a array. I'd put a breakpoint somewhere in there and see if your "rgba" array is properly formatted.[/QUOTE] I am decoding it, but I modified the decoder temporarily to give it random values anyway.
[QUOTE=grlira;31556795]The interesting thing to write now is something that takes an image ran trough this program and attempts to recover the original.[/QUOTE] I could probably store the original bytes (which are changed) in another array and bring those original bytes back into the buffer array... which is the only thing I can quite think of at the moment.
Working on a fork of a github project: Droidsound I'll give you some screenshots of what it looks like: The main player itself. [T]http://sadpanda.us/images/599276-PIFJAXQ.png[/T] The file browser. [T]http://i53.tinypic.com/2zfs7jo.png[/T] The about menu, with all the plugins: [T]http://i56.tinypic.com/2e0iphl.png[/T] The images were cropped to reduce the amount of huge page spam. What was cropped out is a lot of the pure black, such as this: [url=http://i51.tinypic.com/ve0rcy.png]Uncropped Image[/url] I did not make the GUI. Those are just to show you what it is/looks like. What it is, is a music player specifically aimed at playing back video game formats like SID(C64), SPC(SNES), PSF(Playstation), etc. What I forked it for, was to add better language support, which is already done somewhat (added Japanese and French localizations). Also to maintain the VICEPlugin, in which I've updated that heavily to try to be in sync with the actual VICE emulator SVN. I extended the ID3 tag reader for it a bit, by making it also show the "year" tag for the MP3 files played. What I'm working on now specifically about it, is trying to port the 64th Note USF plugin from WinAmp to this, so I can add N64 tunes to the list of compatible music. Github link to all the source I committed is [url=https://github.com/lioncash/droidsound]Here[/url] if you want to check it out. [I]As a sidenote, if anyone wants to add a localization, go nuts and translate the strings.xml, I'll happily add it to the git repo.[/I]
Finished up my App! [QUOTE] [img]http://i.imgur.com/9njHP.jpg[/img] [img]http://i.imgur.com/0aKrX.jpg[/img] [img]http://i.imgur.com/rytKA.jpg[/img] [img]http://i.imgur.com/qshEf.jpg[/img] [img]http://i.imgur.com/0st4w.jpg[/img] [img]http://i.imgur.com/QfpFB.jpg[/img] [/QUOTE] ([url=http://imgur.com/a/g2wBm#9njHP]More Images[/url]) I have a few resources left to make (the save button on the settings page, app icon) but I think I did a good amount of work.
nullsquared is the secret sauce waywo has been missing for over a year [editline]6th August 2011[/editline] now we just need arienh4 back
[IMG]http://localhostr.com/files/RgHXFX8/menu.png[/IMG] This will be the main menu (the background scrolls left/right), any suggestions?
[QUOTE=DevBug;31562854][IMG]http://localhostr.com/files/RgHXFX8/menu.png[/IMG] This will be the main menu (the background scrolls left/right), any suggestions?[/QUOTE] That looks really original. Looking forward to see what this turns out to be.
[QUOTE=i300;31562931]That looks really original. Looking forward to see what this turns out to be.[/QUOTE] I can't tell if that's sarcasm or not...
[QUOTE=DevBug;31563041]I can't tell if that's sarcasm or not...[/QUOTE] Well I don't recall you really telling us what your game was about. I do like that moon though.
[QUOTE=i300;31563084]Well I don't recall you really telling us what your game was about. I do like that moon though.[/QUOTE] I won't tell you, I'll let you play.
I would lower the opacity of the moon just a little wee bit or some shit like that. Looks sweet though. :smile:
[QUOTE=i300;31560919]Finished up my App! ([url=http://imgur.com/a/g2wBm#9njHP]More Images[/url]) I have a few resources left to make (the save button on the settings page, app icon) but I think I did a good amount of work.[/QUOTE] chats logs
[QUOTE=chaz13;31556214]Whoah, turns out C# is a lot, lot faster than I imagined. It can sort through and perform some calculations with [i]all[/i] of the foilage within 800 pixels around the camera with no performance drops whatsoever, it looks like a survival game will be on its way![/QUOTE] C# is fast, but for tight loops with heavy arithmetic (like you seem to be doing), you might find it's faster to write a native DLL and P/Invoke across to it. When I rewrote the number-crunching part of my [url=http://i.imgur.com/ICq02.gif]Facepunch cube[/url] in C, I noticed a dramatic performance increase.
I'm making a bitmap generator in C#, it simply makes each pixel some random colour. I'd really love to implement perlin noise so if anyone can point me in the right direction that would be appreciated (looking it up on Google atm). :smile:
[QUOTE=Chrispy_645;31564222]I'm making a bitmap generator in C#, it simply makes each pixel some random colour. I'd really love to implement perlin noise so if anyone can point me in the right direction that would be appreciated (looking it up on Google atm). :smile:[/QUOTE] [url]http://mrl.nyu.edu/~perlin/doc/oscar.html#noise[/url] I guess you can port it over to C#, there are no c++ specific functions used.
[QUOTE=Chrispy_645;31564222]I'm making a bitmap generator in C#, it simply makes each pixel some random colour. I'd really love to implement perlin noise so if anyone can point me in the right direction that would be appreciated (looking it up on Google atm). :smile:[/QUOTE] If you're lazy like me and don't mind using external libraries, you could use this: [url]http://libnoisedotnet.codeplex.com/[/url] It's really easy to use and has lots of different noise types like perlin, billow, vonoroi, ridged multifractal, etc.
It really surprises me on how easy to write a packet capture application, although I am really happy I started using a binary writer instead of flat files, though the format is really hard to read right now. GUI packet viewer to the rescue
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