• What do you need help with? Version 5
    5,752 replies, posted
Try an older version, like 2008? 2008 and 2010 don't have many differences, especially if you don't program in .NET
[QUOTE=ief014;35798217]Try an older version, like 2008? 2008 and 2010 don't have many differences, especially if you don't program in .NET[/QUOTE] I know that this wasn't in response to my problem, but I think I'll try out VC++ 2008 as well; as far as I can tell, people rarely have issues with SFML with VC++ 2008. Is there really that much a difference between 2008 and 2010, anyways?
I'm trying to work out how to return to a previous camera-zoom level after a camera is moved closer to a player (for example when being moved in front of a wall between the player and the camera). An example situation would be where a player turns their camera around, causing it to zoom in due to hitting a wall and move closer to the player. The player rotates the camera so there is no longer anything behind it. How would I restore the camera to its original 'zoom amount'?
[QUOTE=LaughingStock;35797830][url]http://www.newgrounds.com/dump/item/796d2bfdfdf60bad69b7b06f9acfddb9[/url] Actionscript is pretty cool but my understanding of what everything meant was kind of loose. Where can I find a decent AS3 tutorial?[/QUOTE] [url]http://gamedev.michaeljameswilliams.com/[/url]
[QUOTE=ief014;35798217]Try an older version, like 2008? 2008 and 2010 don't have many differences, especially if you don't program in .NET[/QUOTE] Trying this. Crossing my fingers. [B]Edit:[/B] Damnit, I don't know what happened, but the 2008 version didn't install correctly either Fuck this shit
[QUOTE=Nerr;35798420]I'm trying to work out how to return to a previous camera-zoom level after a camera is moved closer to a player (for example when being moved in front of a wall between the player and the camera). An example situation would be where a player turns their camera around, causing it to zoom in due to hitting a wall and move closer to the player. The player rotates the camera so there is no longer anything behind it. How would I restore the camera to its original 'zoom amount'?[/QUOTE] Either store two variables or use temporary assigned values. In case of the wall, you'd trace a ray of DISTANCE from the focus to the camera (pov+cam normal*distance is the place of the cam, so, you'd trace a ray from pov to pov+cam_normal*distance, the place where you've hit something is the camera's position, once the camera rotates outta the wall, it should go back to pov+cam_normal*distance)
Figured out my issue. Apparently I downloaded the wrong version of SFML. No idea what I did download, but it didn't have any .lib files - instead, they were all .a files, whatever those are. :v: However, since I've already gone through and uninstall VC++ 2010, and installed VC++ 2008, I'm just going to stick with 2008. Are there any major things I'll be missing out on, doing so?
[QUOTE=NateDude;35798449]Trying this. Crossing my fingers. [B]Edit:[/B] Damnit, I don't know what happened, but the 2008 version didn't install correctly either Fuck this shit[/QUOTE] Running VCSExpress.exe(the application one) from the folder works for me. Does it start up a process or anything or just nothing at all?
[QUOTE=Gmod4ever;35800528]No idea what I did download, but it didn't have any .lib files - instead, they were all .a files, whatever those are. :v:[/QUOTE] Those are Unix/Linux static libraries.
[img_thumb]http://puu.sh/sDfb[/img_thumb] I don't even know this time, this should be a 256x256 grid. Pretty sure this isn't 256x256. Code where the vertex locations are generated. [code] int i = 0; for(int x = 0; x < 256; x++) { for(int z = 0; z < 256; z++) { vertexLoad[i].position = D3DXVECTOR3(x, 0, z); i++; } } [/code]
[QUOTE=darkrei9n;35801194][img_thumb]http://puu.sh/sDfb[/img_thumb] I don't even know this time, this should be a 256x256 grid. Pretty sure this isn't 256x256. Code where the vertex locations are generated. [code] int i = 0; for(int x = 0; x < 256; x++) { for(int z = 0; z < 256; z++) { vertexLoad[i].position = D3DXVECTOR3(x, 0, z); i++; } } [/code][/QUOTE] Z is Depth. Also has to be rendered in orthographic.
[QUOTE=Lord Ned;35801253]Z is Depth. Also has to be rendered in orthographic.[/QUOTE] Why would it need to be rendered in orthographic? Its rendering fine, just the grid is not a perfect square like it should be.
[QUOTE=Darkest_97;35800673]Running VCSExpress.exe(the application one) from the folder works for me. Does it start up a process or anything or just nothing at all?[/QUOTE] It's not [B]there[/B] for me. Hnng
[QUOTE=darkrei9n;35801436]Why would it need to be rendered in orthographic? Its rendering fine, just the grid is not a perfect square like it should be.[/QUOTE] I believe Lord Ned said that because Orthographic projection might provide a more accurate depiction of a simple 2D object in a 3D space. It might have to do with 2D objects not having depth and therefore being invisible if seen from anywhere directly facing the edges of the polygon in a 3D grid. Projection also removes possible perspective distortion from 3D renderings, IIRC.
[QUOTE=wizardsbane;35802442]I believe Lord Ned said that because Orthographic projection might provide a more accurate depiction of a simple 2D object in a 3D space. It might have to do with 2D objects not having depth and therefore being invisible if seen from anywhere directly facing the edges of the polygon in a 3D grid. Projection also removes possible perspective distortion from 3D renderings, IIRC.[/QUOTE] I have the camera setup so I can move it around, it is definitely the mesh that is messed up.
[QUOTE=NateDude;35801813]It's not [B]there[/B] for me. Hnng[/QUOTE] Its in this picture you posted: [url]http://puu.sh/sA2O[/url], 8th one down.
Is this deprecated OGL? [cpp]glPushMatrix(); //glUseProgram(shader->shaderID); glTranslatef(translation.x, translation.y, 0); glVertexPointer(2, GL_FLOAT, sizeof(Rocket::Core::Vertex), &vertices[0].position); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Rocket::Core::Vertex), &vertices[0].colour); if (!texture) { glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } else { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, (GLuint) texture); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(Rocket::Core::Vertex), &vertices[0].tex_coord); } glDrawElements(GL_TRIANGLES, num_indices, GL_UNSIGNED_INT, indices); glPopMatrix();[/cpp]
[QUOTE=Darkest_97;35802577]Its in this picture you posted: [url]http://puu.sh/sA2O[/url], 8th one down.[/QUOTE] oh wow, I didn't notice that- [QUOTE]The Application Data folder for Microsoft Visual C# 2010 Express could not be created[/QUOTE] [B]fuck[/B]
[QUOTE=darkrei9n;35801436]Why would it need to be rendered in orthographic? Its rendering fine, just the grid is not a perfect square like it should be.[/QUOTE] Sorry, misread as you wanted it to show up as exactly 512x512 pixels. But either way when you initialize the vertexes you're saying D3DXVECTOR3(Left-Right, Top-Bottom, Far-Near) - So you're saying "go far into the screen" instead of "go up on the screen".
For the Java Programmers: [CODE] if (e.getSource() == Calc.eqls) { curText = Calc.tf.getText(); if(curText.contains("*")) { if(curText.contains("+")) { int add = curText.indexOf("+"); Calc.tf.setText((curText.substring(add-1)+curText.substring(add+1))); } else if(curText.contains("-")) { int subtr = curText.indexOf("-"); Calc.tf.setText((curText.substring(subtr-1)+curText.substring(subtr-1))); } } else if(curText.contains("+")) { int add = curText.indexOf("+"); int result = Integer.parseInt(curText.substring(add-1)) + Integer.parseInt(curText.substring(add+1)); String result2 = Integer.toString(result); Calc.tf.setText(result2); } } [/CODE] I'm receiving a number format exception at the below line. I'm trying to make it so that I can take the numbers preceding and succeeding the ' + ' operator, add them together, then reconvert them back to a string so I can output it to the textfield. [b]int result = Integer.parseInt(curText.substring(add-1)) + Integer.parseInt(curText.substring(add+1));[/b] Variables: tf = JTextField Calc = Main Class Rest are self defined. Also, debugging it reports that the local variables are unavailable (I'm unsure if this is just a repercussion of a number format exception?) -- I managed to solve it. I'm not sure what was causing it but there were a couple of problems within each other causing the ultimate number format exception. Redefined code: [code] if (e.getSource() == Calc.eqls) { curText = Calc.tf.getText(); if(curText.contains("*")) { if(curText.contains("+")) { add = curText.indexOf("+"); Calc.tf.setText((curText.substring(add-1)+curText.substring(add+1))); } else if(curText.contains("-")) { int subtr = curText.indexOf("-"); Calc.tf.setText((curText.substring(subtr-1)+curText.substring(subtr-1))); } } else if(curText.contains("+")) { add = curText.indexOf("+"); try{ resulta = Integer.parseInt(curText.substring(0, add)); resultb = Integer.parseInt(curText.substring(add+1, add+2)); resultc = resulta + resultb; result2 = Integer.toString(resultc); Calc.tf.setText(result2); System.out.println(result + "\n" + result2 + "\n" + curText + "\n" + resulta + "\n" + resultb); } catch(NumberFormatException e3) { System.out.println(result + "\n" + result2 + "\n" + curText + "\n" + resulta + "\n" + resultb); } } } [/code]
[QUOTE=Richy19;35802765]Is this deprecated OGL? [cpp]glPushMatrix(); //glUseProgram(shader->shaderID); glTranslatef(translation.x, translation.y, 0); glVertexPointer(2, GL_FLOAT, sizeof(Rocket::Core::Vertex), &vertices[0].position); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Rocket::Core::Vertex), &vertices[0].colour); if (!texture) { glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } else { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, (GLuint) texture); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(Rocket::Core::Vertex), &vertices[0].tex_coord); } glDrawElements(GL_TRIANGLES, num_indices, GL_UNSIGNED_INT, indices); glPopMatrix();[/cpp][/QUOTE] yes. Non-deprecated OpenGL no longer supports the matrix stack (glPushMatrix()/glPopMatrix()), client states are replaced with vertex attribute arrays. You no longer need to use glEnable/glDisable for textures, and you need to use shaders. The only line there that's not deprecated is glDrawElements If you can't find the method/constant here then it's deprecated: [url]http://www.opengl.org/sdk/docs/man3/[/url]
[QUOTE=Lord Ned;35802875]Sorry, misread as you wanted it to show up as exactly 512x512 pixels. But either way when you initialize the vertexes you're saying D3DXVECTOR3(Left-Right, Top-Bottom, Far-Near) - So you're saying "go far into the screen" instead of "go up on the screen".[/QUOTE] I realize that, the issue is that it isn't a 256 by 256 grid. The last coordinate could go into the fifth dimension for all I care, just as long as its 256x256.
[QUOTE=darkrei9n;35804090]I realize that, the issue is that it isn't a 256 by 256 grid. The last coordinate could go into the fifth dimension for all I care, just as long as its 256x256.[/QUOTE] Are you complaining about the shape of it? Or are you saying there should be 255x255 more squares? I don't get what you're getting at.
[QUOTE=NateDude;35802864]oh wow, I didn't notice that- [B]fuck[/B][/QUOTE] Just out of curiosity, how much space left do you have on the drive you are trying to install it to. And what version are you trying to install?
[QUOTE=JohnnyOnFlame;35799781]Either store two variables or use temporary assigned values. In case of the wall, you'd trace a ray of DISTANCE from the focus to the camera (pov+cam normal*distance is the place of the cam, so, you'd trace a ray from pov to pov+cam_normal*distance, the place where you've hit something is the camera's position, once the camera rotates outta the wall, it should go back to pov+cam_normal*distance)[/QUOTE] Thanks a lot, managed to get it working using this method.
How can I open a file on iOS using fopen, it doesn't seem to be able to find the files. This is what I tried: [code]FILE* file = fopen("1.txt", "r");[/code]
[QUOTE=_NewBee;35806953]How can I open a file on iOS using fopen, it doesn't seem to be able to find the files. This is what I tried: [code]FILE* file = fopen("1.txt", "r");[/code][/QUOTE] You want to use [[NSBundle mainBundle] pathForResource] to get the path of the file.
[QUOTE=Lord Ned;35804817]Are you complaining about the shape of it? Or are you saying there should be 255x255 more squares? I don't get what you're getting at.[/QUOTE] It is currently rectangular. It should be square. On the Z axis it is shorter than it should be.
[QUOTE=Topgamer7;35805288]Just out of curiosity, how much space left do you have on the drive you are trying to install it to. And what version are you trying to install?[/QUOTE] [IMG]http://puu.sh/sIxj[/IMG] And I'm trying to install the 2010 Version. [B]Edit:[/B] Fucking hell If I can't figure out how to get this to work, I'm gonna be pissed. I was really excited to learn how to code, but NOW....
[QUOTE=darkrei9n;35808111]It is currently rectangular. It should be square. On the Z axis it is shorter than it should be.[/QUOTE] Put a breakpoint in your code, step through it, see where it places the coordinates.
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