[QUOTE=Quark:;31752860]I had that thought as I added Sepia
Don't tell Carl[/QUOTE]
Make a button that adds duckfaces.
[QUOTE=Naelstrom;31749176]it's actually 128x128x128 :eng101:[/QUOTE]
that's practically infinite!
Also: It appears to be really dropping frames when you're removing voxels.
[QUOTE=masonrulz;31751981]For me, they all return as [img]http://gyazo.s3.amazonaws.com/misc/limit.gif[/img] .[/QUOTE]
If we all just switched to ZScreen and imgur this would never be a problem! Seriously people.
Gyazo used to be the best for this kind of thing. Sigh
[QUOTE=TheCloak;31752523]Suggest an alternative that has the same functionality[/QUOTE]
Here you go, a screenshot & upload (to imgur) utility I just wrote in 15 minutes in Python.
[url=http://imgur.com/register/api_anon]You'll need an API key from here[/url] (immediate)
[url=http://pastie.org/private/8t7s6a2xwotwhwkab113ga]Code[/url] (you'll need pycurl and pygtk)
[url=http://i.imgur.com/m9eHo.png][img]http://i.imgur.com/m9eHol.png[/img][/url]
The noise in the screenshot is due to my multi-monitor setup and fglrx drivers.
Your computer is called foreveralone :V
[QUOTE=TheCloak;31753064]Gyazo used to be the best for this kind of thing. Sigh[/QUOTE]
Gyazo was the shit.
[QUOTE=The freeman;31753343]Gyazo was the shit.[/QUOTE]
I've blocked Gyazo.
...from my RefControl addon. Now, I see the images just fine :v:
[QUOTE=q3k;31753314]Here you go, a screenshot & upload (to imgur) utility I just wrote in 15 minutes in Python.
[url=http://imgur.com/register/api_anon]You'll need an API key from here[/url] (immediate)
[url=http://pastie.org/private/8t7s6a2xwotwhwkab113ga]Code[/url] (you'll need pycurl and pygtk)
[url=http://i.imgur.com/m9eHo.png][img]http://i.imgur.com/m9eHol.png[/img][/url]
The noise in the screenshot is due to my multi-monitor setup and fglrx drivers.[/QUOTE]
Thanks, but uploading the entire screen sort of renders Gyazo redundant
In xna, is there a way to render things like blood splats and spent shells and whatnot to one image so you don't have to draw them all seperately each frame? Can you draw them once to a spritebatch without clearing it and draw that each step?
-snip- Forgot to save when I put my API key in.
man i hate text rendering, so i made a little C# tool to render a bitmap of all the characters i need and spit out a C++ header containing UV coords :v:
[img]http://i.imgur.com/DoVcq.png[/img]
nothing crazy but it works for me
[QUOTE=icantread49;31754277]man i hate text rendering, so i made a little C# tool to render a bitmap of all the characters i need and spit out a C++ header containing UV coords :v:
[img]http://i.imgur.com/DoVcq.png[/img]
nothing crazy but it works for me[/QUOTE]
can we have a download link?
[QUOTE=Richy19;31754481]can we have a download link?[/QUOTE]
sure, here: [url]http://filesmelt.com/dl/fontgen.zip[/url] (.NET exe and source)
i literally whipped this up in 10 minutes so criticism is pointless :v:
[QUOTE=icantread49;31754621]sure, here: [url]http://filesmelt.com/dl/fontgen.zip[/url] (.NET exe and source)
i literally whipped this up in 10 minutes so criticism is pointless :v:[/QUOTE]
Crashes on startup for me.
[QUOTE=Xylorast;31755277]Crashes on startup for me.[/QUOTE]
Stop criticising his product!
[QUOTE=i300;31738328][img]http://i3software.org/s/SS-2011-08-14_21.49.06.png[/img]
Health System and HUD finished! Now to work on the temperature and depth system.[/QUOTE]
I like this kind of graphics, is there already a downloadable version?
[QUOTE=Xylorast;31755277]Crashes on startup for me.[/QUOTE]
that sucks :v: source is included, go compile it and debug it yourself
alternatively, don't use this
[QUOTE=icantread49;31754621]sure, here: [url]http://filesmelt.com/dl/fontgen.zip[/url] (.NET exe and source)
i literally whipped this up in 10 minutes so criticism is pointless :v:[/QUOTE]
How do I download this? Whenever I go to that page, it says 'Your download is ready', and when I press the big fontgen.zip it seemingly refreshes the page. Right clicking and clicking save us makes the file corrupt
i dunno, here try this [url]http://ompldr.org/vOXgwag/fontgen.zip[/url]
[QUOTE=icantread49;31755440]that sucks :v: source is included, go compile it and debug it yourself
alternatively, don't use this[/QUOTE]
Its one of the fonts (judging by you using XP and me and the other guy on 7 it will be a font they have added to 7)
To fix it just wrap the font loading
[code]
Font f = new Font(family, 24.0f);
fontListBox.Items.Add(f.Name);[/code]
in a try-catch
yay
[img]http://cache.gyazo.com/543c9ed16cb7dd61f4e02dcc10f89dad.png[/img]
(scroll bars)
[editline]15th August 2011[/editline]
Should I add the images path somewhere? Or should I just show the filename?
I think I'll just throw the image path on that bottom statusStrip
At first I thought you were generating that line thing with a bird.
Just fixed a [i]really[/i] weird issue that was causing my code to segfault.
Spot the problem:
[code]v->entries = GC_REALLOC(v->entries, v->capacity);[/code]
[sp]v->entries = GC_REALLOC(v->entries, sizeof(void*) * v->capacity);[/sp]
Apparently I need an active OpenGL context to even initialize GLEW on linux.
On windows, I don't.
[QUOTE=chaz13;31753659]In xna, is there a way to render things like blood splats and spent shells and whatnot to one image so you don't have to draw them all seperately each frame? Can you draw them once to a spritebatch without clearing it and draw that each step?[/QUOTE]
You could draw them to a render target and then draw that targets texture instead, but every time the position of something changes you have to redraw all of the elements in the RT.
[QUOTE=NovembrDobby;31761465]You could draw them to a render target and then draw that targets texture instead, but every time the position of something changes you have to redraw all of the elements in the RT.[/QUOTE]
I do exactly that for some of my games. Also if you have a big gameworld I'd advice against drawing everything in ONE big RT. Just use many 1024² render targets so you are able to cull the ones that arent visible. I have not yet measured, [B]if [/B]there is a performance decrease when drawing one huge texture.
But it would be interesting to know if someone here knows more about this.
By the way:
While it is true that you have to redraw everything when one element changes its position, in reality its uncommon for blood or something to change its position :v: Or have I misunderstood something?
edit: @Chaz13: GraphicsDevice.SetRenderTarget(); and the RenderTarget class should do the trick
Thanks for the help. I have a bit of a problem where my render target is purple as opposed to transparent, what causes this? I'm sure I'll figure it out anyhow, thanks a lot :smile:
[QUOTE=chaz13;31762328]Thanks for the help. I have a bit of a problem where my render target is purple as opposed to transparent, what causes this? I'm sure I'll figure it out anyhow, thanks a lot :smile:[/QUOTE]
That's something to do with xbox compatibility, [url=http://www.gamedev.net/topic/561669-xna---render-target-weirdness/]here's[/url] some [url=http://forums.create.msdn.com/forums/t/6264.aspx]stuff[/url] that may help
I'm writing an android app (my first), and (I figured out I hate java) I am having a bit of trouble related to serialization, or rather deserialization. What I'm doing is this:
I have an AssetStore class that has a main ArrayList<Asset>, and a temp ArrayList<Asset>.
When I want to store an asset, I call SaveAsset(Asset derp, FileOutputStream fos).
That then adds derp to the temp arraylist, and calls Save(fos).
Save checks if the main list is not null (because if it were, then I would be possibly overwriting stored data) and if not, serializes and saves.
Then to load assets, I have LoadAssets(FileInputStream fin, boolean force).
This checks if the main array is null or force is true, and if so nullifies the main array, deserializes the stored data (if it doesn't exist, initalize the main array to a new ArrayList<Asset>) and sets the main array to the deserialized data.
The problem is that on the line that actually does the deserialization (objinstream.readObject()) throws a StreamCorruptedException: incorrect format 0xac. WTF?
Never mind, I was creating a stream and never closing it. Derp.
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