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826
Off-Topic / Re: Windows 10
« on: October 01, 2014, 03:28:58 pm »
Actually, one thing that was true and was great about 8 is they already begun trimming some of the fat and boot times are a lot quicker. They did improve the performance quite a bit and they also fixed that issue where you have to refresh when moving a desktop icon. I am quite satisfied with where the Windows OS is going. The only thing I need left as a developer is a comprehensive package manager and I would probably never switch off this OS.
Also, Windows is not that big really, it only occupies 18.6 GB (19,976,860,691 bytes) of my diskspace which is actually quite small, about the size of two GTA IV installations.
Also, Windows is not that big really, it only occupies 18.6 GB (19,976,860,691 bytes) of my diskspace which is actually quite small, about the size of two GTA IV installations.
827
Off-Topic / Windows 10
« on: October 01, 2014, 08:12:17 am »
http://venturebeat.com/2014/09/30/windows-10-is-microsofts-big-fat-apology-for-windows-8/
I guess somebody at Microsoft can't count...
I'll concede, I am actually very excited for Windows 10, the quicker we kill Vista along with XP the better. Additionally I like the task switcher button, that is a really awesome new feature that should have been in Windows 8 honestly. It technically is you just don't see it without ALT+TAB. Plus a workspace switcher like Ubuntu, that was one of my favorite Ubuntu features.
Also there's finally going to be CTRL+C and other clipboard shortcuts and stuff for Command Prompt. I can't wait I really might sign up for the developer preview just to get my hands on it.
I guess somebody at Microsoft can't count...
I'll concede, I am actually very excited for Windows 10, the quicker we kill Vista along with XP the better. Additionally I like the task switcher button, that is a really awesome new feature that should have been in Windows 8 honestly. It technically is you just don't see it without ALT+TAB. Plus a workspace switcher like Ubuntu, that was one of my favorite Ubuntu features.
Also there's finally going to be CTRL+C and other clipboard shortcuts and stuff for Command Prompt. I can't wait I really might sign up for the developer preview just to get my hands on it.
828
Off-Topic / Re: Good places to learn OpenGL
« on: October 01, 2014, 08:09:08 am »
That actually kind of upsets me, because this is one of the powerful features Direct3D 9, 10, and 11 all have, they can force software vertex processing as well as emulate shader models not supported by the current graphics card which makes them a lot more compatible with older graphics hardware. In Direct3D it's just a flag, in OpenGL you have to write your code twice if you want it to be able to support software and hardware, and even then it won't be core compliant.
So that is a huge disappointment for me with OpenGL, has been for a while actually.
So that is a huge disappointment for me with OpenGL, has been for a while actually.
829
Off-Topic / Re: Good places to learn OpenGL
« on: October 01, 2014, 04:31:46 am »
Actually Harri, I don't think you have to use VBO's. I would like you to find out, since you have the means of doing so I don't actually know how you find out which functions are which core, if vertex arrays like we use in GL1 for models can be used in newer GL cores. Do you know if they can or not? I think they can because they can also interface with vertex attribute arrays and shaders. They are immensely easier to use than VBO's.
Edit: From what I gather vertex array's are usable in GLES.
https://www.khronos.org/registry/gles/extensions/OES/OES_vertex_array_object.txt
Edit: From what I gather vertex array's are usable in GLES.
https://www.khronos.org/registry/gles/extensions/OES/OES_vertex_array_object.txt
830
Off-Topic / Re: Good places to learn OpenGL
« on: October 01, 2014, 03:19:50 am »
Yes Harri is right, and further anybody that can initialize Direct3D on a Win32 window could and should be able to easily write an OpenGL application without difficulty.
831
Issues Help Desk / Re: bug report
« on: October 01, 2014, 03:09:41 am »
I see TKG, and I have looked at the source code now, and I want to say you may not have formatted it perfectly but your code was very legible and it was easy for me to read, nice work!
Now like I said above, I experienced what you are experiencing with WS_EX_APPWINDOW, do you remember about the GUI layer and scaling being slightly squeezed in the following picture? (look at the left; the black 5px gap)
Well it was the extended window flag that caused it, the only thing is that it was consistent for both of us. So I sort of want to point the finger at WS_EX_TOOLWINDOW since that is the style you set by default, but it doesn't have that affect for me. So possibly try commenting out just that flag, rebuilding your DLL and test again to see if it might be the cause. I am not saying it may directly be the cause but mixing that flag with some other flag that ENIGMA sets may be causing the issue for you.
Also just want to point out to you the file and line number where we set window flags in ENIGMA. You should also investigate this in your tests.
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Platforms/Win32/WINDOWSwindow.cpp#L50
Also just for reference the following link is the Microsoft documentation on the Extended Window Styles.
http://msdn.microsoft.com/en-us/library/windows/desktop/ff700543%28v=vs.85%29.aspx
Primarily see if you can come up with a way of reproducing it on my machine, Windows 8.1
Also because you are embedding child controls, though not with this extension, it could also be related to the following issue.
http://www.gamedev.net/topic/397910-how-toolbar--menu--statusbar-change-the-client-area-win32/
The issue could also be the EXITSIZEMOVE message that the window reads.
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Platforms/Win32/WINDOWScallback.cpp#L136
Perhaps try making windowWidth and windowHeight just the client area size, so GetWindowRect for x/y and GetClientRect for width/height, in that method instead of that other whacky jazz.
Now like I said above, I experienced what you are experiencing with WS_EX_APPWINDOW, do you remember about the GUI layer and scaling being slightly squeezed in the following picture? (look at the left; the black 5px gap)
Well it was the extended window flag that caused it, the only thing is that it was consistent for both of us. So I sort of want to point the finger at WS_EX_TOOLWINDOW since that is the style you set by default, but it doesn't have that affect for me. So possibly try commenting out just that flag, rebuilding your DLL and test again to see if it might be the cause. I am not saying it may directly be the cause but mixing that flag with some other flag that ENIGMA sets may be causing the issue for you.
Also just want to point out to you the file and line number where we set window flags in ENIGMA. You should also investigate this in your tests.
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Platforms/Win32/WINDOWSwindow.cpp#L50
Also just for reference the following link is the Microsoft documentation on the Extended Window Styles.
http://msdn.microsoft.com/en-us/library/windows/desktop/ff700543%28v=vs.85%29.aspx
Primarily see if you can come up with a way of reproducing it on my machine, Windows 8.1
Also because you are embedding child controls, though not with this extension, it could also be related to the following issue.
http://www.gamedev.net/topic/397910-how-toolbar--menu--statusbar-change-the-client-area-win32/
The issue could also be the EXITSIZEMOVE message that the window reads.
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Platforms/Win32/WINDOWScallback.cpp#L136
Perhaps try making windowWidth and windowHeight just the client area size, so GetWindowRect for x/y and GetClientRect for width/height, in that method instead of that other whacky jazz.
832
Programming Help / Re: [Solved] Adding a new function
« on: October 01, 2014, 01:52:06 am »
Hey it's ok sorlok! Enjoy yourself and I hope you have a nice time!
833
Issues Help Desk / Re: bug report
« on: October 01, 2014, 01:49:19 am »
TKG, this is upsetting to me if this is related to your other issues because I thought I read you guys saying something about it not being consistent between even Windows versions? I honestly can't tell you man, if I can't replicate it I have no idea what the issue might be, I had some ideas but they all proved to be false. Do you have any ideas of what could be going wrong? You can see all of our window code and the flags we set, you might have a better insight into why your extension is bugging out than I do because I don't have your extensions source code and really don't understand it as well as you. I'm all ears man and willing to resolve this issue if we can figure it out.
834
Issues Help Desk / Re: bug report
« on: September 30, 2014, 06:34:46 pm »
My mistake, I actually didn't test height only width, but I went back and downloaded your original and made no changes except drawing the dimensions to the screen, dragged it and still could no reproduce it, I also tried changing the various flags from GGS, and still nothing. I also opened Paint.NET and tested to make sure the window functions were reporting the correct dimensions, and they are, test the screen shot for yourself. I additionally ran the same test exactly as you described on the executable that you built, and still could not reproduce it.
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Platforms/Win32/WINDOWSwindow.cpp#L160
Quote from: TKG
V) FYI in GMStudio window_get_width/height(), window_set_size(), and the last two args of window_set_rectangle() are based on the *client* width/height, not the border.My apologies, I stated that backwards, we do actually do that.
A) ENIGMA should do the same thing as explained in V) as it actually makes sense. Microsoft's MoveWindow idea was an epic fail. Plus it would fix GM/GMStudio incompatibilies.
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Platforms/Win32/WINDOWSwindow.cpp#L160
835
General ENIGMA / Re: Externalizing LateralGM
« on: September 30, 2014, 05:38:42 pm »
Well I would first like to call attention to the failed experiment that was me trying to iterate the directories inside the jar, the code works when you look for resources at runtime in Eclipse, but you have to iterate Jars like a Zip file and they don't properly maintain their directory structure.
https://github.com/IsmAvatar/LateralGM/blob/master/org/lateralgm/subframes/PreferencesFrame.java#L106
Not only is the code way to verbose for looking for resources, it simply doesn't work for me to find just the directories in a folder inside the jar to get the name of icon packs.
https://github.com/IsmAvatar/LateralGM/blob/master/org/lateralgm/subframes/PreferencesFrame.java#L106
Not only is the code way to verbose for looking for resources, it simply doesn't work for me to find just the directories in a folder inside the jar to get the name of icon packs.
836
Programming Help / Re: Windows 8 touch support
« on: September 30, 2014, 02:50:11 pm »Quote from: edsquare
What I meant was : If you implement it as an extension it can be activated/deactivated by the person making the game, so it should not present any problem with your games running on any OS.
Yes that is my plan, I've got the functions outlined and I'll have them done soon, I have tons of LGM stuff to do.
837
Off-Topic / Re: Good places to learn OpenGL
« on: September 30, 2014, 02:46:56 pm »
Yes if you want to just start making some small OpenGL applications I suggest you download Code::Blocks which will come with MinGW and isn't very large and you can build some nice little OpenGL apps. However if you want something a little cleaner, Qt Creator has a very nice interface for building OpenGL applications that may be a little easier to learn, and they also include examples.
http://programanddesign.com/cpp/qt-opengl-code-example/
Also, as an alternative to Ogre3D, which is a huge bitch to compile, I would like to suggest Irrlicht which is extremely light weight and can do quite a bit including Geomipmapped terrain and stuff as well as make 2D games, has a GUI framework and everything and makes use of different drivers for Direct3D9/10/11 and OpenGL1/2/3/4 I honestly can't suggest anything else for a budding game developer wanting to use C++
Irrlicht also likes to play nice with GNU Make.
http://irrlicht.sourceforge.net/
http://programanddesign.com/cpp/qt-opengl-code-example/
Also, as an alternative to Ogre3D, which is a huge bitch to compile, I would like to suggest Irrlicht which is extremely light weight and can do quite a bit including Geomipmapped terrain and stuff as well as make 2D games, has a GUI framework and everything and makes use of different drivers for Direct3D9/10/11 and OpenGL1/2/3/4 I honestly can't suggest anything else for a budding game developer wanting to use C++
Irrlicht also likes to play nice with GNU Make.
http://irrlicht.sourceforge.net/
838
Issues Help Desk / Re: bug report
« on: September 30, 2014, 02:43:49 pm »
Possibly, there may have been conflicts, try getting the new Portable and other suggestions I have mentioned on Git.
https://github.com/enigma-dev/enigma-dev/issues/838#issuecomment-57354209
https://github.com/enigma-dev/enigma-dev/issues/838#issuecomment-57354209
839
Issues Help Desk / Re: bug report
« on: September 30, 2014, 12:58:39 am »
TKG, I am sorry but I was unable to reproduce the unexpected results, everything works as intended. Perhaps do another git fetch and git pull because we were setting a default window flag before that caused this behavior and I have since removed it and you may not have the changes.
https://github.com/enigma-dev/enigma-dev/issues/838
https://github.com/enigma-dev/enigma-dev/issues/838
840
Graphics and Video / Re: Things I have been working on (past to present)
« on: September 29, 2014, 11:42:43 pm »
TKG I am going to have to ask you to be a little more polite to the OP, please stay on topic or go back to China town (West Virgin).
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