• What are you working on? v19
    6,590 replies, posted
[QUOTE=Ziks;30720771]Sorry, could you replace LewtShared.dll with this: [url]http://anyhub.net/file/3iQK-lewtshared.dll[/url] I missed out some error checking. Sorry for taking your time[/QUOTE] It's ok, i'm not doing anything anyway. :v: [img]http://filesmelt.com/dl/exception2.PNG[/img]
[QUOTE=Tobba;30720631]No [url]http://www.nvidia.com/object/product_geforce_8800_gt_us.html[/url] OpenGL version 2.1[/QUOTE] [url]http://en.wikipedia.org/wiki/GeForce_8_Series#3D_rendering[/url] [quote]The GeForce 8 series arrived with NVIDIA's first unified shader Direct3D 10 Shader Model 4.0 / OpenGL 2.1(later drivers have OpenGL 3.2 support) architecture.[/quote] Oh I'm late
[QUOTE=Dj-J3;30720885]It's ok, i'm not doing anything anyway. :v: [img]http://filesmelt.com/dl/exception2.PNG[/img][/QUOTE] Thanks! So it's one of these lines: [csharp]GL.LinkProgram( TileShaderProgram ); GL.UseProgram( TileShaderProgram );[/csharp] I'll work on trying to find the cause of an InvalidOperation at that point after some revision for my last exam. Can't wait until I can work on this and not worry about anything else.
[QUOTE=Ziks;30720978]Thanks! So it's one of these lines: [csharp]GL.LinkProgram( TileShaderProgram ); GL.UseProgram( TileShaderProgram );[/csharp] I'll work on trying to find the cause of an InvalidOperation at that point after some revision for my last exam. Can't wait until I can work on this and not worry about anything else.[/QUOTE] Awesome, glad i could help :v:
Huh. The possible causes for an InvalidOperation during either of those calls are: [code]GL_INVALID_OPERATION is generated if program is not a program object. GL_INVALID_OPERATION is generated if program could not be made part of current state. GL_INVALID_OPERATION is generated if glUseProgram is executed between the execution of glBegin and the corresponding execution of glEnd.[/code] The last one can be ignored because it isn't between a glBegin and glEnd, and the first one can be ignored because I previously called glAttachShader which would have thrown an InvalidOperation. So the problem must be glUseProgram, because the only possible cause is the "program could not be made part of the current state". I'll do some more research after I [i]actually[/i] do some revision.
Well, your atleast doing something wrong Yeah... [media]http://www.youtube.com/watch?v=0yR5t1jHbiM[/media]
[QUOTE=_tangara;30718569]So some of you may have seen my work in cracking Hexxeh's Facepunch iPhone app with a python script that used libmproxy ([url=http://www.facepunch.com/threads/1090502-Facepunch-for-iOS-COMING-SOON?p=30653587&viewfull=1#post30653587]link if you haven't[/url]). That had a few issues. Mainly that it needed to run on a server the app could access, meaning that it is unable for general use as Hexxeh is able to block the server the app is running on. To solve that minor problem I've ported my request-fiddling, DRM-cracking proxy to C so I could run it [b]on the device itself[/b]: [media]http://www.youtube.com/watch?v=Nuz0hBsYAwM[/media] Once it's running on the device, all that is needed to to add [url]www.facepunch.com[/url] to the iPhone's /etc/hosts as 127.0.0.1 and all requests to Facepunch are directed to the proxy. It's designed to pass through requests that aren't for the api to regular Facepunch without tampering, so it won't disrupt anything in the way of that. The general concept of the DRM circumvention is solid, however this implementation slows the app down a little more than necessary because it is single-threaded and uses blocking I/O so it has to process requests in serial, and because it modifies the headers to disable keep-alive (this was to make the job of coding the proxy easier, as I don't have to parse the chunk-encoded response from the API). [editline]26th June 2011[/editline] and yes I do plan on releasing this at some stage :wink:[/QUOTE]That is awesome. Are you able to post with it, or will that be an instant-alarm for Hexxeh?
[QUOTE=Nigey Nige;30708797]Nope, just a .png that loops as you go. If I get bored/frustrated I'll probably make it random, though. Thanks for the idea :buddy:[/QUOTE] I don't know how you would fill in the area below it with that darker green color and not have it above the lines if it was randomly generated though. [editline]26th June 2011[/editline] [QUOTE=Exl;30708651]Works excellently, looks good too. i7 920, Radeon 6980. Map rendering time varies from 2 to 4 ms, sprite rendering time remains 0. The walking animation bothers me though, he is shuffling around instead of walking from side to side. [url]http://www.manningkrull.com/pixel_art/tutorials/walking.asp[/url] explains how to draw that sortof stuff very well, might be useful.[/QUOTE] That is incredibly useful to me, thank you.
[QUOTE=Ziks;30720344]Does your card support GL3? I searched around and couldn't find anything saying it supported anything higher than GL2. I guess I'll have to try and support OpenGL 2.0 as well as 3.0, or I guess I could try and move to XNA or SFML which seem to already support different versions of DirectX and OpenGL respectively so I don't have to worry about it.[/QUOTE] It's not because the cards don't support GL3, as I said mine supports 4. Latest build and I still get this: [img]http://f.cl.ly/items/391y1Q3j1R2W220S0B0R/Capture.PNG[/img]
[QUOTE=DeadKiller987;30721658]It's not because the cards don't support GL3, as I said mine supports 4. Latest build and I still get this: [img]http://f.cl.ly/items/391y1Q3j1R2W220S0B0R/Capture.PNG[/img][/QUOTE] The crash is because my card doesn't support GL3. That's why he wants to get it working under GL2. Your issues are different.
I think the glBindFragDataLocation error is caused by a lack of support of GL3, but I have no idea what would cause that appart from some sort of psychadelic drug
I've made an XNA 3.0 game and sent it to my friends. Neither of them can run it without it crashes the instant it starts up. (It runs fine for me) [code]Description: Stopped working Problem signature: Problem Event Name: APPCRASH Application Name: TicTacToeOnlineEPICEDITION.exe Application Version: 1.0.0.0 Application Timestamp: 4e075864 Fault Module Name: KERNELBASE.dll Fault Module Version: 6.1.7600.16385 Fault Module Timestamp: 4a5bdbdf Exception Code: e0434f4d Exception Offset: 0000b727 OS Version: 6.1.7600.2.0.0.256.1 Locale ID: 1033[/code] Just posting in case anyone knows a solution. When I solved the problem I'll post screenshot of what it is I'm working on. There's a hint in the error message hurr durr
[QUOTE=Ziks;30719600]No idea what's happening with nVidia cards, I'll try and find a PC with one at home so I can try some things out. I fixed the file paths like ZeekyHBomb suggested, and added some extra debugging info for when it crashes during setting up the sprite renderer. [url]http://anyhub.net/file/3iK9-lewt260611.7z[/url][/QUOTE] Now runs on Linux w/ Mono. Well.. kinda, also getting these animation artifacts on my nVidia card (a GeForce 330M, official 275.something driver supporting up to OGL 3.3).
[QUOTE=no-named;30722315]I've made an XNA 3.0 game and sent it to my friends. Neither of them can run it without it crashes the instant it starts up. (It runs fine for me) [code]Description: Stopped working Problem signature: Problem Event Name: APPCRASH Application Name: TicTacToeOnlineEPICEDITION.exe Application Version: 1.0.0.0 Application Timestamp: 4e075864 Fault Module Name: KERNELBASE.dll Fault Module Version: 6.1.7600.16385 Fault Module Timestamp: 4a5bdbdf Exception Code: e0434f4d Exception Offset: 0000b727 OS Version: 6.1.7600.2.0.0.256.1 Locale ID: 1033[/code] Just posting in case anyone knows a solution. When I solved the problem I'll post screenshot of what it is I'm working on. There's a hint in the error message hurr durr[/QUOTE] They don't have the XNA 3.0 runtimes installed.
[QUOTE=danharibo;30722530]They don't have the XNA 3.0 runtimes installed.[/QUOTE] [url=http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=22588]This?[/url] I suppose we can try that. The thing is though, one of them was able to run Terraria just fine. It's made in XNA as well. [editline]26th June 2011[/editline] The link I found didn't work.
[QUOTE=no-named;30722598][url=http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=22588]This?[/url] I suppose we can try that. The thing is though, one of them was able to run Terraria just fine. It's made in XNA as well. [editline]26th June 2011[/editline] The link I found didn't work.[/QUOTE] Terraria uses XNA 4.0 as far as I know.
[QUOTE=ZeekyHBomb;30722415]Now runs on Linux w/ Mono. Well.. kinda, also getting these animation artifacts on my nVidia card (a GeForce 330M, official 275.something driver supporting up to OGL 3.3).[/QUOTE] Do they look the same as the ones posted by others with a nVidia cards?
[QUOTE=thomasfn;30722671]Terraria uses XNA 4.0 as far as I know.[/QUOTE] I guess I'll try porting the game over to 4.0 then.
[QUOTE=Ziks;30722677]Do they look the same as the ones posted by others with a nVidia cards?[/QUOTE] Yes. Just like in this video [QUOTE=Tobba;30721111][media]http://www.youtube.com/watch?v=0yR5t1jHbiM[/media][/QUOTE]
[QUOTE=no-named;30722691]I guess I'll try porting the game over to 4.0 then.[/QUOTE] XNA 4.0 is not backwards compatible - that is, having XNA 4.0 installed will not allow you to run 3.0 applications. Installing the XNA 3.0 runtime should fix it.
[QUOTE=no-named;30722598] I suppose we can try that. The thing is though, one of them was able to run Terraria just fine. It's made in XNA as well. [editline]26th June 2011[/editline] The link I found didn't work.[/QUOTE] Was the version of terraria they were running the leaked one?
[QUOTE=thomasfn;30722719]XNA 4.0 is not backwards compatible - that is, having XNA 4.0 installed will not allow you to run 3.0 applications. Installing the XNA 3.0 runtime should fix it.[/QUOTE] Well, if it was the link I sent before, then it doesn't work. One of them tried installing it and crashed again. That's why I want to port the game over to XNA 4.0 since that appearently works as they can run Terraria. [editline]26th June 2011[/editline] [QUOTE=Richy19;30722731]Was the version of terraria they were running the leaked one?[/QUOTE] No, he was running it through Steam. [editline]26th June 2011[/editline] We have the problem fixed now. Installing [url=http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=22588]this[/url] and sending the content folder along as well fixed all problems.
[QUOTE=Robber;30680582]I still think it would look better if it only showed real corners. The not-corner-corners just confuse non-mappers/3D-programmers. The cylinder and sphere look good, but the lines around the carved out part look just out of place. Apart from that I LOVE the art style though.[/QUOTE] done, again :v: [img]http://i.imgur.com/Jfl1N.png[/img] i dunno what happened to the sphere but the level looks a lot better
[QUOTE=icantread49;30724025]i dunno what happened to the sphere but the level looks a lot better[/QUOTE] You need some way to mark spans of faces round or something. Those round faces need more... Round.
Once again I venture into the depths of an advanced hello world program in love2d. [IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/LINEBREASKSasd.png[/IMG] So proud of my line breaks. Next Stop: change the background color. :ohohoho:
[QUOTE=Garb;30724144]Once again I venture into the depths of an advanced hello world program in love2d. [IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/LINEBREASKSasd.png[/IMG] So proud of my line breaks. Next Stop: change the background color. :ohohoho:[/QUOTE] [url]http://love2d.org/wiki/love.graphics.printf[/url] I have no idea how you got a better rating.
[QUOTE=DevBug;30725529][url]http://love2d.org/wiki/love.graphics.printf[/url] I have no idea how you got a better rating.[/QUOTE] I know, I'm proud though becuase it took me like 5 minutes to find it. [editline]26th June 2011[/editline] I'm definitely going to make it into highlights.
The ball on the wave form shows the progress of the song :D [img]http://img861.imageshack.us/img861/2461/58984718.png[/img] [img]http://img88.imageshack.us/img88/6549/24697515.png[/img] [img]http://img818.imageshack.us/img818/6306/34981209.png[/img]
so i'm using freeGLUT and GLEW just to mess around, but i've come into a pretty huge issue i don't know what version of opengl i'm using. i have access to all the standard opengl functions just by including freeglut, but i don't know which version of opengl is being used by freeglut. anyone want to help me find out what version of opengl i'm using? it seems like a pretty important thing to know.
If you can use immediate mode, you're using deprecated OpenGL :3:
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