[QUOTE=IAmAnooB;33700161]Is there a way to have the console window and the graphical/game window in C# (xna) at the same time, I would like to use the console for easier debugging.[/QUOTE]
Project > Properties > Application tab > Output Type: Console Application
[QUOTE=g1real;33701267]Very basic question, learning C#
I want to do a for loop to quickly change the text property of multiple labels all marked label1 to label6, how would I go to work with this? I thought I could just do an integer with 1 to 6 and stick that behind the word label, but I don't know how to do it or if it's even possible, or if I should take a different approach and see if I can put the labels into an array or if they already are.
Here's the (obviously not working at all) code I tried
[code]for (int i = 1; i <= 7; i++) {
'label'+i.Text = menu.GetMenuItem();
}[/code][/QUOTE]
I think you can do something like this:
[code]
List<Control> ctrls = new List<Control>();
for (int i = 1; i <= 7; i++)
ctrls.AddRange(this.Controls.Find("label" + i, true));
foreach (Control c in ctrls)
{
if (c is Label)
c.Text = menu.GetMenuItem();
}
[/code]
or, if you know there's only one control with each of those names, just use this:
[code]
for (int i = 1; i <= 7; i++)
this.Controls.Find("label" + i, true)[0].Text = menu.GetMenuItem();
[/code]
[QUOTE=NovembrDobby;33701422]
I think you can do something like this:
[code]
List<Control> ctrls = new List<Control>();
for (int i = 1; i <= 7; i++)
ctrls.AddRange(this.Controls.Find("label" + i, true));
foreach (Control c in ctrls)
{
if (c is Label)
c.Text = menu.GetMenuItem();
}
[/code]
[/quote]
Is List a less sophisticated array? I have no idea what it does, I 'll probably use the second way
[quote]
or, if you know there's only one control with each of those names, just use this:
[/quote]
Controls can have duplicate names?
[quote]
[code]
for (int i = 1; i <= 7; i++)
this.Controls.Find("label" + i, true)[0].Text = menu.GetMenuItem();
[/code][/QUOTE]
However this one I understand, this would work! Thanks!
[QUOTE=g1real;33701475]Is List a less sophisticated array? I have no idea what it does, I 'll probably use the second way[/QUOTE]
Lists are from System.Collections.Generic, they are used like arrays but you can do tons more stuff with them (or at least, they have that functionality built in). They aren't fixed-size either, you can add and remove elements whenever you like.
[QUOTE=g1real;33701475]Controls can have duplicate names?[/QUOTE]
Oh, I haven't used winforms in a while. I thought you could have duplicates if they were in separate containers (e.g. one in a group box). Apparently not.
I'm trying to make a simple 2D engine in SFML 2.0. It's in very early stages right now, but this weird bug is stopping me from working on it. When I call object.Update(); which then calls sprite.Move(velocity.x*dt, velocity.y*dt); the sprite disappears/goes off screen. This happens as soon as the first frame, before I even do anything. At this time velocity is 0.(dt is delta time/frame time)
Here's my code:
main.cpp: [url]http://pastebin.com/eJYHVViw[/url]
Object.h: [url]http://pastebin.com/VRAnqa2y[/url]
Object.cpp: [url]http://pastebin.com/WL4xdkyr[/url]
[editline]13th December 2011[/editline]
According to VS debugger, at the time sprite.Move(velocity.x*dt, velocity.y*dt); is called, the velocity x and y are both equal to 0.00000000, while dt is equal to 1.#INF000 whatever that means. After it is called tho, the sprites position becomes -1.#IND000 whatever that means, when it shouldn't have changed.
I have a problem with one of my assignments but im not sure if anyone here might be able to help as its more to do with matlab/octave than programming.
basically I have a list of 10000000 random numbers(between 1-12) that has been generated from a function.
The assignment is to basically determine why this random list isnt a fair selection randomness.
If anyone has any ideas as to how i could prove this it would be very much welcome.
You should calculate some statistics. The average might be useful, if it's not close to 6 then the numbers are biased. Calculating how many times each number comes up might be helpful also.
Hmm, appearently on the second frame dt becomes a normal number. If I set dt to 1 and then move the [cpp]dt = 1.f / clock.GetElapsedTime();
clock.Reset();[/cpp]
To the end of my main loop, it works properly. I'm pretty sure that's not the best solution tho. Why would my dt be infinity on the first frame? Shouldn't it just be a very small number, seeing as I'm essentially just getting the time of the clock right after creating it?
[QUOTE=DeadKiller987;33702098]To the end of my main loop, it works properly. I'm pretty sure that's not the best solution tho. Why would my dt be infinity on the first frame? Shouldn't it just be a very small number, seeing as I'm essentially just getting the time of the clock right after creating it?[/QUOTE]
No it's probably 0.
[QUOTE=Jookia;33702251]No it's probably 0.[/QUOTE]
But if it's 0, it shouldn't move. Actually, even if it isn't it shouldn't move as velocity is 0. I am confuse.
[QUOTE=DeadKiller987;33702406]But if it's 0, it shouldn't move. Actually, even if it isn't it shouldn't move as velocity is 0. I am confuse.[/QUOTE]
He was probably talking about the elapsed time being 0. The SFML clock is probably increased every tick, so it's 0 until the next tick.
[QUOTE=raBBish;33702736]He was probably talking about the elapsed time being 0. The SFML clock is probably increased every tick, so it's 0 until the next tick.[/QUOTE]
I know. If it's 0 - It wouldn't move at all.
We're assuming your main loop is something like this:
[cpp]Clock clock;
while(...)
{
// if this is the first iteration of the loop then we go straight to here, otherwise we've probably
// spent time drawing stuff
dt = 1.f / clock.GetElapsedTime();
clock.Reset();
// draw things to the screen, do game logic, or other process heavy stuff that takes actual time
}[/cpp]
I tried fooling around with the following code again. Changed a couple of things, but nothing that actually managed to help. I also tried just using the pass_Color and not multiplying it by the texture2D. When I do that, the triangles come out colored as they're supposed to, so I atleast know that everything but the texturing is working. Anybody who can help me figure out what I'm doing wrong?
Creating the shader:
[cpp]
FlatTextureShader = sm.LoadFromFileUL( sGlobalPath + "/content/shaders/flattexture/shader.fp", sGlobalPath + "/content/shaders/flattexture/shader.vp" );
glBindAttribLocation( FlatTextureShader, 0, "in_Position" );
glBindAttribLocation( FlatTextureShader, 1, "in_Color" );
glBindAttribLocation( FlatTextureShader, 2, "in_TexCoord0" );
FlatTextureShader = sm.LinkProgram( FlatTextureShader );
FTSmvpMatrix = glGetUniformLocation( FlatTextureShader, "mvpMatrix" );
FTSTex = glGetUniformLocation( FlatTextureShader, "texture0" );
[/cpp]
Creating buffer data:
[url]http://pastebin.com/fp92ZKr6[/url]
Loading buffer data:
[cpp]
glGenTextures(1, &uiTextureID);
glBindTexture( GL_TEXTURE_2D, uiTextureID );
LoadTGATexture( std::string( sGlobalPath + "/content/textures/grass.tga" ).c_str(), GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE );
glBindTexture( GL_TEXTURE_2D, 0 );
glBindVertexArray( uiArrayID[1] );
glBindBuffer( GL_ARRAY_BUFFER, uiBufferID[2] );
glBufferData( GL_ARRAY_BUFFER, sizeof( GLfloat ) * vertexesterrain.size(), &vertexesterrain.front(), GL_STATIC_DRAW );
glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 0, 0 );
glEnableVertexAttribArray( 0 );
glBindBuffer( GL_ARRAY_BUFFER, uiBufferID[3] );
glBufferData( GL_ARRAY_BUFFER, sizeof( GLfloat ) * colorsterrain.size(), &colorsterrain.front(), GL_STATIC_DRAW );
glVertexAttribPointer( 1, 4, GL_FLOAT, GL_FALSE, 0, 0 );
glEnableVertexAttribArray( 1 );
glBindBuffer( GL_ARRAY_BUFFER, uiBufferID[4] );
glBufferData( GL_ARRAY_BUFFER, sizeof( GLfloat ) * texcoordsterrain.size(), &texcoordsterrain.front(), GL_STATIC_DRAW );
glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE, 0, 0 );
glEnableVertexAttribArray( 2 );
glBindVertexArray( 0 );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
[/cpp]
The LoadTGATexture function:
[cpp]
bool LoadTGATexture(const char *szFileName, GLenum minFilter, GLenum magFilter, GLenum wrapMode)
{
const unsigned char* pBits;
TargaImage tga;
tga.load( szFileName );
pBits = tga.getImageData();
if(pBits == NULL)
return false;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D( GL_TEXTURE_2D, 0, tga.getBitsPerPixel(), tga.getWidth(), tga.getHeight(), 0, tga.getType(), GL_UNSIGNED_BYTE, pBits );
if( minFilter == GL_LINEAR_MIPMAP_LINEAR || minFilter == GL_LINEAR_MIPMAP_NEAREST || minFilter == GL_NEAREST_MIPMAP_LINEAR || minFilter == GL_NEAREST_MIPMAP_NEAREST )
glGenerateMipmap(GL_TEXTURE_2D);
return true;
}
[/cpp]
The drawing:
[cpp]
glUseProgram( FlatTextureShader );
glUniformMatrix4fv(FTSmvpMatrix, 1, GL_FALSE, glm::value_ptr( mvp ) );
glUniform1i( FTSTex, 0 );
if( bEnableCull )
glEnable( GL_CULL_FACE );
if( bEnableDepthTesting )
glEnable( GL_DEPTH_TEST );
glBindVertexArray( uiArrayID[1] );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, uiTextureID );
glDrawArrays( GL_TRIANGLES, 0, 15360 );
glBindTexture( GL_TEXTURE_2D, 0 );
glActiveTexture( GL_TEXTURE0 );
glBindVertexArray( 0 );
glDisable( GL_CULL_FACE );
glDisable( GL_DEPTH_TEST );
glUseProgram( 0 );
[/cpp]
The shader:
[cpp]
#version 130
uniform mat4 mvpMatrix;
in vec3 in_Position;
in vec4 in_Color;
in vec2 in_TexCoord0;
out vec4 pass_color;
out vec2 pass_texCoord0;
void main(void)
{
pass_texCoord0 = in_TexCoord0;
pass_color = in_Color;
gl_Position = mvpMatrix * in_Position;
}
[/cpp]
[cpp]
#version 130
precision highp float;
uniform sampler2D texture0;
in vec4 pass_color;
in vec2 pass_texCoord0;
out vec4 out_Color;
void main(void) {
out_Color = pass_color * texture2D(texture0, pass_texCoord0.st);
}
[/cpp]
[QUOTE=DeadKiller987;33702806]I know. If it's 0 - It wouldn't move at all.[/QUOTE]
According to the IEEE standard, 1 / 0 is 1.#INF (i.e. positive infinity).
0 * 1.#INF is NaN.
something + NaN = NaN
Anyone used MicroPather?
[url]http://www.grinninglizard.com/MicroPather/[/url]
trying to implement it for my pathfinding dissertation and it keeps erroring just by being attached.
Something about including stdafx.h but i already had it included, so it shouldnt be erroring :/
[QUOTE=Jookia;33702914]We're assuming your main loop is something like this:
[cpp]Clock clock;
while(...)
{
// if this is the first iteration of the loop then we go straight to here, otherwise we've probably
// spent time drawing stuff
dt = 1.f / clock.GetElapsedTime();
clock.Reset();
// draw things to the screen, do game logic, or other process heavy stuff that takes actual time
}[/cpp][/QUOTE]
That's correct.
[editline]13th December 2011[/editline]
[QUOTE=ZeekyHBomb;33705245]According to the IEEE standard, 1 / 0 is 1.#INF (i.e. positive infinity).
0 * 1.#INF is NaN.
something + NaN = NaN[/QUOTE]
OOh. That makes sence! Mean's I'm doing 1.f / 0.f. And for some reason If I multiply positive infinity by 0 I get -1.#IND. What does that mean? And how do I avoid this, besides moving the clock to the bottom of the loop?
JavaScript:
How can I store lots of variables in external file? So that I can access them from my HTML file?
[QUOTE=DeadKiller987;33706145]That's correct.
[editline]13th December 2011[/editline]
OOh. That makes sence! Mean's I'm doing 1.f / 0.f. And for some reason If I multiply positive infinity by 0 I get -1.#IND. What does that mean? And how do I avoid this, besides moving the clock to the bottom of the loop?[/QUOTE]
-1.#IND seems to stand for indefinite or something.
You could check if clock.GetElapsedTime() returns 0 and if so just skip the updating.
[QUOTE=DeadKiller987;33706145]That's correct.[/QUOTE]
Then obviously no measurable amount of time will have elapsed between the initialization of clock and when you call GetElapsedTime(). You're not running a Pentium I.
[QUOTE=Capsup;33703621]I tried fooling around with the following code again. Changed a couple of things, but nothing that actually managed to help. I also tried just using the pass_Color and not multiplying it by the texture2D. When I do that, the triangles come out colored as they're supposed to, so I atleast know that everything but the texturing is working. Anybody who can help me figure out what I'm doing wrong?
[cpp]
glTexImage2D( GL_TEXTURE_2D, 0, tga.getBitsPerPixel(), tga.getWidth(), tga.getHeight(), 0, tga.getType(), GL_UNSIGNED_BYTE, pBits );
}
[/cpp][/QUOTE]
If your getBitsPerPixel() method is returning 24 or 32, that isn't what glTexImage2D is expecting for the 3rd argument. It should be 1,2,3,4 for the number of components or one of the types listed [url=http://www.opengl.org/sdk/docs/man/xhtml/glTexImage2D.xml]here[/url].
Also although this shouldn't cause an issue you are trying to unbind the same buffer 3 times in a row with this piece of code:
[cpp]
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
[/cpp]
You appear to be using elements 1, 2, 3 and 4 of uiArrayID, but in the code you've pasted you aren't using element 0. It wont cause an issue if the array is sized 5 or higher, but I thought I'd mention it incase the array is sized 4 and you're skipping element 0 accidentally.
(c++)
[cpp]#include <iostream>
using namespace std;
int main()
{
int i, j;
bool isprime;
for(i=1; i<100; i++)
{
isprime = true;
for(j=2; j <= i/2; j++)
if((i%j == 0)) isprime = false;
if(isprime)
cout << i << " is prime.\n\n";
}
return 0;
}[/cpp]
Can someone help me understand this? It was a test question in a book I have to find all prime numbers between 1 and 100, and I had to get the answer at the back of the book. I actually knew how to do it up until finding out whether the number is divisible by a number other than itself and one (line 12). That line is what I don't understand.
[QUOTE=dvondrake;33712580]Looking for a good, easy to use, free/opensource XML parser to use. Any suggestions?[/QUOTE]
tinyxml
So, I'm working on a simple text adventure game with a friend.
He wants to store certain things (bool's, int's, etc) in a separate .cs file, so I thought I'd give it a try.
How would I go storing a bool in a separate class file and referencing it?
[QUOTE=Meatpuppet;33710862](c++)
[cpp]#include <iostream>
using namespace std;
int main()
{
int i, j;
bool isprime;
for(i=1; i<100; i++)
{
isprime = true;
for(j=2; j <= i/2; j++)
if((i%j == 0)) isprime = false;
if(isprime)
cout << i << " is prime.\n\n";
}
return 0;
}[/cpp]
Can someone help me understand this? It was a test question in a book I have to find all prime numbers between 1 and 100, and I had to get the answer at the back of the book. I actually knew how to do it up until finding out whether the number is divisible by a number other than itself and one (line 12). That line is what I don't understand.[/QUOTE]
When checking for primality, you only need to go up so far. Take 36 for example, the factors for it are "1, 2, 3, 4, 6, 9, 12, 18, 36". If you look at the last two, you can see that it skips the numbers 19-35, so you can reduce the amount of numbers you are checking by dividing it by two.
I'm teaching myself XNA with riemer's tutorials, and I ran into this issue. What am I doing wrong here?
[csharp]
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace ModelTest
{
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
GraphicsDevice device;
Effect effect;
Model shipModel;
Matrix viewMatrix;
Matrix projectionMatrix;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
private Model loadModel(string assetName)
{
Model newModel = Content.Load<Model>(assetName);
foreach (ModelMesh mesh in newModel.Meshes)
foreach (ModelMeshPart meshPart in mesh.MeshParts)
meshPart.Effect = effect.Clone();
return newModel;
}
//draws the model
private void drawModel()
{
Matrix worldMatrix = Matrix.CreateScale(0.0005f, 0.0005f, 0.0005f) *
Matrix.CreateRotationY(MathHelper.Pi) * Matrix.CreateTranslation(new Vector3(19, 12, -5));
Matrix[] shipTransforms = new Matrix[shipModel.Bones.Count];
shipModel.CopyAbsoluteBoneTransformsTo(shipTransforms);
foreach (ModelMesh mesh in shipModel.Meshes)
{
foreach (Effect currentEffect in mesh.Effects)
{
currentEffect.CurrentTechnique = currentEffect.Techniques["Colored"];
currentEffect.Parameters["xWorld"].SetValue(shipTransforms[mesh.ParentBone.Index] * worldMatrix);
currentEffect.Parameters["xView"].SetValue(viewMatrix);
currentEffect.Parameters["xProjection"].SetValue(projectionMatrix);
}
mesh.Draw();
}
}
protected override void Initialize()
{
graphics.PreferredBackBufferWidth = 500;
graphics.PreferredBackBufferHeight = 500;
graphics.IsFullScreen = false;
graphics.ApplyChanges();
Window.Title = "Riemer's XNA Tutorials -- 3D Series 2";
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
device = graphics.GraphicsDevice;
shipModel = loadModel("xwing");
effect = Content.Load<Effect>("effects"); SetUpCamera();
}
private void SetUpCamera()
{
viewMatrix = Matrix.CreateLookAt(new Vector3(0, 0, 30), new Vector3(0, 0, 0), new Vector3(0, 1, 0));
projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 0.2f, 500.0f);
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateBlue, 1.0f, 0);
drawModel();
base.Draw(gameTime);
}
}
}
[/csharp]
Error on compile is
[code]
System.NullReferenceException was unhandled
Message=Object reference not set to an instance of an object.
Source=ModelTest
StackTrace:
at ModelTest.Game1.loadModel(String assetName) in c:\users\smartass\documents\visual studio 2010\Projects\ModelTest\ModelTest\Game1.cs:line 38
at ModelTest.Game1.LoadContent() in c:\users\smartass\documents\visual studio 2010\Projects\ModelTest\ModelTest\Game1.cs:line 84
at Microsoft.Xna.Framework.Game.Initialize()
at ModelTest.Game1.Initialize() in c:\users\smartass\documents\visual studio 2010\Projects\ModelTest\ModelTest\Game1.cs:line 76
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at Microsoft.Xna.Framework.Game.Run()
at ModelTest.Program.Main(String[] args) in c:\users\smartass\documents\visual studio 2010\Projects\ModelTest\ModelTest\Program.cs:line 15
InnerException:
[/code]
My android form is looking like this:
[img]http://puu.sh/aC9L[/img]
And my current code is:
[code]
package com.gware.lesrooster;
import android.app.Activity;
import android.os.Bundle;
import android.view.View;
import android.view.View.OnClickListener;
import android.widget.Button;
import android.widget.TextView;
public class LesroosterActivity extends Activity implements OnClickListener {
/** Called when the activity is first created. */
public int Dag = 1;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
Button NextBtn = (Button) this.findViewById(R.id.button1);
Button PrevBtn = (Button) this.findViewById(R.id.button2);
NextBtn.setOnClickListener(this);
PrevBtn.setOnClickListener(this);
}
public void onClick(View v) {
TextView DagTxt = (TextView) this.findViewById(R.id.textView1);
switch (v.getId()) {
case R.id.button1: // Terug
if (Dag > 1) {Dag--;}
break;
case R.id.button2: // Volgende
if (Dag < 5) {Dag++;}
break;
}
DagTxt.setText(toDay(Dag));
}
public String toDay(int d) {
switch (d) {
case 1:
return "Maandag";
case 2:
return "Dinsdag";
case 3:
return "Woensdag";
case 4:
return "Donderdag";
case 5:
return "Vrijdag";
}
return "Maandag"; // Voor als er iets niet goed gaat.
}
}
[/code]
(Code to change the day with the buttons)
But how do i have the ListView actually have dynamic content? (Which will be fetched from a webserver eventually)
All the tutorials i find make a new activity, and i have no idea what to do with that..
[QUOTE=bean_xp;33709591]If your getBitsPerPixel() method is returning 24 or 32, that isn't what glTexImage2D is expecting for the 3rd argument. It should be 1,2,3,4 for the number of components or one of the types listed [url=http://www.opengl.org/sdk/docs/man/xhtml/glTexImage2D.xml]here[/url].
Also although this shouldn't cause an issue you are trying to unbind the same buffer 3 times in a row with this piece of code:
[cpp]
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
[/cpp]
You appear to be using elements 1, 2, 3 and 4 of uiArrayID, but in the code you've pasted you aren't using element 0. It wont cause an issue if the array is sized 5 or higher, but I thought I'd mention it incase the array is sized 4 and you're skipping element 0 accidentally.[/QUOTE]
That makes alot of sense. I'll try that as soon as I get home. Also yes, I deliberately skip the buffer[0] as I use that for something else, and the array is correctly sized at 5 yeah. The 3x glBindBuffer was a failed attempt. You know when you simply can't find the problem and you kind of get annoyed and just go nuts with all kinds of stupid ideas just to try something? Yeah, that's what happened there. :P
Thanks for your help!
[QUOTE=Niteshifter;33713743]When checking for primality, you only need to go up so far. Take 36 for example, the factors for it are "1, 2, 3, 4, 6, 9, 12, 18, 36". If you look at the last two, you can see that it skips the numbers 19-35, so you can reduce the amount of numbers you are checking by dividing it by two.[/QUOTE]
thanks, although I still don't understand. 6%7 is not 0, but it is also not prime.
This isn't a programming question, rather a UI/extension question. I got Visual Studio Ultimate today, and I installed the Productivity Power Tools addon. I like it so far, just that it adds a bloody annoying line in the cursor position that doesn't fit with my colour scheme. How do I disable it?
[QUOTE][IMG]http://i.imgur.com/57OeW.jpg[/IMG][/QUOTE]
Anyone ever had openGL (tao framework, yeah I know, but it's for coursework) overwrite texture IDs texture with the latest texture added. Like so:
Console output:
[url]http://gyazo.com/baae88bf5a010b1a2345dc101983972c[/url]
Drawn:
[url]http://gyazo.com/71c3754396d5bbc6db44f4674bf2d81c[/url]
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