[QUOTE=Cathbadh;18941741]Read up on how sub-pixel rasterizing works. It basically takes the realization that each pixel on your computer screen is made up of 3 smaller blocks, one for each color R-G-B. Cleartype, instead of calling these colors, will just call them 'subpixels,' and will light them up as if they were normal, but really small pixels. If a white vertical line went right through the right side of a normal pixel, then Cleartype would make it blue. Because the blue sub-pixel is on the right third of a normal pixel.[/QUOTE]
I don't see why you care when in reality it isn't really noticable whatsoever.
[QUOTE=gparent;18942031]I don't see why you care when in reality it isn't really noticable whatsoever.[/QUOTE]
It's a matter of philosophy. I'd rather have my accuracy than inaccurate precision.
On more practical notes, my glasses have a slight diffractive effect from their grinding and polishing. This makes changes in color (dependent upon the angle of my head) much more noticeable to me than in other people, and this makes cleartype fonts look like mushy ass around the edges.
[editline]01:57PM[/editline]
And also, somebody is wrong on the internet. I [I]have[/I] to correct them.
Thinking of adding a GWEN skin to my addon manager.
Meaning I would have to make it a Visual Style for Codejock to use it.
Cleaned up my bullet physics interface today. Added the 2D physics stuff they added recently and put some testers in benchtest for it..
[img]http://filesmelt.com/downloader/physics2d.png[/img]
[QUOTE=garry;18943386]Cleaned up my bullet physics interface today. Added the 2D physics stuff they added recently and put some testers in benchtest for it..
[img]http://filesmelt.com/downloader/physics2d.png[/img][/QUOTE]
Garry, How are you?
But anyways.
I'm working on a simulation game.
Since I haven't been following the previous 'What are you working on' threads,
Garry what are you exactly working on?
[QUOTE=Rad666;18943512]Garry, How are you?
But anyways.
I'm working on a simulation game.[/QUOTE]
ITP: Garryfan uses vague description of what he is doing as excuse to talk to garry.
[editline]08:08PM[/editline]
[QUOTE=Xerios3;18943843]Since I haven't been following the previous 'What are you working on' threads,
Garry what are you exactly working on?[/QUOTE]
He is working on botch.
[img]http://www.virtualdub.org/blog/images/vs2010sucks2.png[/img]
Ugliest shit I've ever seen. (I'm talking about the "clear"type, but the GUI itself also applies to the "ugly" factor)
[QUOTE=garry;18943386]Cleaned up my bullet physics interface today. Added the 2D physics stuff they added recently and put some testers in benchtest for it..
[img_thumb]http://filesmelt.com/downloader/physics2d.png[/img_thumb][/QUOTE]
Are you going to release your new benchtest again?
Totally unrelated: Why doesn't VBulletin automatically convert [img] tags to [img_thumb] tags when quoting. I hate having to do it myself.
Because img_thumb is a custom tag.
[QUOTE=nullsquared;18944178]
Ugliest shit I've ever seen. (I'm talking about the "clear"type, but the GUI itself also applies to the "ugly" factor)[/QUOTE]
I used to hate it but once you tune it properly it looks so much better than without.
[QUOTE=nullsquared;18944178][img]http://www.virtualdub.org/blog/images/vs2010sucks2.png[/img]
Ugliest shit I've ever seen. (I'm talking about the "clear"type, but the GUI itself also applies to the "ugly" factor)[/QUOTE]
What OS is that though? Maybe it looks better in Vista/7? I'm pretty sure it's automatically always on for me..
[img] http://filesmelt.com/downloader/ClearType.png[/img]
[editline]08:34PM[/editline]
Hang on the forums resized it
[QUOTE=Jallen;18943892]
He is working on botch.[/QUOTE]
Ermm.. and that is...?
From his blog it looks like it's some kind of game engine
[QUOTE=Xerios3;18944790]Ermm.. and that is...?
From his blog it looks like it's some kind of game engine[/QUOTE]
It is a game engine. The "worlds" are [url=http://www.garry.tv/?p=969]DLL based though[/url].
[QUOTE=Xerios3;18944790]Ermm.. and that is...?
From his blog it looks like it's some kind of game engine[/QUOTE]
*downs great job clap goes here*
Sometimes I go for a few months with clear type on, then turn it off for a while. It's nice to change to crisp text sometimes.
-snip-
I'm still having trouble modifying a value in the mainclass from a class that it has been passed to, and from there on it gets passed again...
so: value1 in MainClass -> Class1 -> Class2
and value1 has to be modified from class2...
I already tried to reference the var, but a double reference doesn't work...
Maybe I have to use pointers? (C#)
[QUOTE=s0ul0r;18946202]I'm still having trouble modifying a value in the mainclass from a class that it has been passed to, and from there on it gets passed again...
so: value1 in MainClass -> Class1 -> Class2
and value1 has to be modified from class2...
I already tried to reference the var, but a double reference doesn't work...
Maybe I have to use pointers? (C#)[/QUOTE]
That doesn't sound right, you're probably doing something else wrong. If you post the relevant code, we can help.
[QUOTE=Cathbadh;18942270]It's a matter of philosophy. I'd rather have my accuracy than inaccurate precision.[/QUOTE]
Being anal isn't a philosophy.
[QUOTE=garry;18944604]What OS is that though? Maybe it looks better in Vista/7? I'm pretty sure it's automatically always on for me..
[img] http://filesmelt.com/downloader/ClearType.png[/img]
[editline]08:34PM[/editline]
Hang on the forums resized it[/QUOTE]
Yeah to me that looks absolutely horrible, as if my eyes are out of focus. And, no, I'm not on an CRT.
[QUOTE=Ortzinator;18946585]Being anal isn't a philosophy.[/QUOTE]
No, but being a typography enthusiast is.
When I look at text that doesn't use cleartype it's like everything around it is moving and distracting me from being able to read it
Wut?
Look at this :
[img]http://netbeans.org/images_www/v6/8/screenshots/java-editor.png[/img]
Sexiness of Netbeans, just look at that clean pixel hawtness
( except the code font, which is I find kind of ugly )
How can you say it's distracting?
[QUOTE=high6;18945108]So useful, yet not in professional? (The locals display is much more readable, vectors actually shows their elements, etc)[/QUOTE]
Vectors DO show their elements, in the locals display, in professional edition (2008). They do for me at least.
Call stack tracer is working :D.
[img]http://i49.tinypic.com/27xo13b.jpg[/img]
Oddly, the duplicate is actually __tmainCRTStartup but it isn't in the map file :X.
[QUOTE=bean_xp;18947488]Vectors DO show their elements, in the locals display, in professional edition (2008). They do for me at least.[/QUOTE]
They show like above for you? Huh maybe it was an old setting(from 2005) I lost when I installed the trial.
Edit:
Ya it was, there is apparently C++ format specifiers. No idea how to edit them though.
__tmainCRTStartup is __mainCRTStartup for ANSI-systems and __wmainCRTStartup for UNICODE-systems. Same for _TCHAR.
What do you need that tool for? Isn't using an IDE a hundred times easier to debug with? Or are you just fucking around with some stuff?
[QUOTE=jA_cOp;18946484]That doesn't sound right, you're probably doing something else wrong. If you post the relevant code, we can help.[/QUOTE]
I will, let me eat up first :)
Ok, so here's the mainclass where the int gold is stored and where it gets passed to the Standardtower class:
[cpp]
protected void PlaceStandardTower(Vector2 position)
{
if (gold >= 50)
{
Vector2 clickTile = new Vector2((float)Math.Round(mousePosition.X / floorTex.Width), (float)Math.Round(mousePosition.Y / floorTex.Height));
if ((clickTile.X < 21) && (clickTile.Y < 21) && (clickTile.X > 0) && (clickTile.Y > 0) && (level[(int)clickTile.X - 1, (int)clickTile.Y - 1] == "build"))
{
if (CheckForFreeSpace(clickPos) == true)
{
StandardTowers.Add(new StandardTower(clickPos, StandardAmmos, ref gold));
gold -= 50;
}
}
}
}
[/cpp]
the StandardTower class, from there it gets passed to the StandardAmmo class:
[cpp]
public int gold;
public StandardTower(Vector2 position, ArrayList ammoList, ref Gold)
{
Position = position;
ammolist = ammoList;
gold = Gold;
}
public void Shoot(StandardEnemy enemy, float elapsed)
{
newElapsed += elapsed;
if (newElapsed > ReloadTime[level])
{
newElapsed -= ReloadTime[level];
ammolist.Add(new StandardAmmo(this.Position, enemy, Damage[level], ammolist, ref gold));
}
}
[/cpp]
And finally, the StandardAmmo class where the gold value is supposed to be increased.
[cpp]
public int gold;
public StandardAmmo(Vector2 startPos, StandardEnemy Enemy, int damage, ArrayList ammoList, ref Gold)
{
position = startpos = startPos;
Damage = damage;
enemy = Enemy;
ammolist = ammoList;
gold = Gold;
}
public void Move()
{
velocity = enemy.position - position;
velocity.Normalize();
position += velocity * 2;
if ((enemy.position - position).Length() < 1)
{
ammolist.Remove(this);
enemy.health -= Damage;
if (enemy.health <= 0)
{
enemy.Kill();
gold += 5;
}
}
}
[/cpp]
Yeah and with this double reference, it just doesn't modify the gold value in the mainclass....
I'm going to start learning DirectX, any tips?
[QUOTE=ZeekyHBomb;18948027]__tmainCRTStartup is __mainCRTStartup for ANSI-systems and __wmainCRTStartup for UNICODE-systems. Same for _TCHAR.
What do you need that tool for? Isn't using an IDE a hundred times easier to debug with? Or are you just fucking around with some stuff?[/QUOTE]
Meh, just read some posts about getting the call stack and noticed the only one was using dbghelp.dll. So I decided to make something without it. Although without using the PDB I can't make it work in release because it optimizes out EBP. I wonder if there is a flag that makes it keep EBP or something more than the MAP files.
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