Will try that out, thanks.
My only concern is the use of the StartDrawing()/StopDrawing(). It is not that fast and efficient for it to be run during a game loop (at least not in my test but please feel free to share your experience). For my use case I would be generating particles all the time each ...
Search found 53 matches
- Thu Mar 17, 2016 3:07 pm
- Forum: Game Programming
- Topic: how to Tint a translucent sprite?
- Replies: 5
- Views: 4718
- Wed Mar 16, 2016 10:44 pm
- Forum: Game Programming
- Topic: how to Tint a translucent sprite?
- Replies: 5
- Views: 4718
how to Tint a translucent sprite?
Hi all,
I am working on a particles engine, and I need to tint the particles (sprites) with a specific color (may be random or pre-set). The default behaviour of DisplayTransparentSprite when you pass a color does not work as expected as it changes avery pixel of the image that is non transparent ...
I am working on a particles engine, and I need to tint the particles (sprites) with a specific color (may be random or pre-set). The default behaviour of DisplayTransparentSprite when you pass a color does not work as expected as it changes avery pixel of the image that is non transparent ...
- Wed Jan 27, 2016 8:44 pm
- Forum: Mac OSX
- Topic: Wrong parameters values in CallFunctionFast
- Replies: 3
- Views: 1928
Re: Wrong parameters values in CallFunctionFast
Right, that was my mistake when typing the code here.
About the note. I didn't noticed it before. I have been using that function passing float parameters in windows without issues. So I guess I forgot to read again the docs.
Still, you are right, is not a bug.
About the note. I didn't noticed it before. I have been using that function passing float parameters in windows without issues. So I guess I forgot to read again the docs.
Still, you are right, is not a bug.
- Wed Jan 27, 2016 8:24 pm
- Forum: Mac OSX
- Topic: Wrong parameters values in CallFunctionFast
- Replies: 3
- Views: 1928
Wrong parameters values in CallFunctionFast
Hi all,
I just tried this little code snippet and found out that the values are being sent (or received) wrong when using CallFunctionFast on a Procedure pointer.
Procedure MyFunction(interpolation.f, secondVal.f)
Debug "Interpolation:"+interpolation+" SecondVal:"+secondVal
EndProcedure ...
I just tried this little code snippet and found out that the values are being sent (or received) wrong when using CallFunctionFast on a Procedure pointer.
Procedure MyFunction(interpolation.f, secondVal.f)
Debug "Interpolation:"+interpolation+" SecondVal:"+secondVal
EndProcedure ...
- Tue Jan 26, 2016 9:22 pm
- Forum: Feature Requests and Wishlists
- Topic: Sprite : some requests
- Replies: 3
- Views: 2475
- Thu Dec 17, 2015 2:53 pm
- Forum: Off Topic
- Topic: Monkey programming language round 2...
- Replies: 39
- Views: 20982
Re: Monkey programming language round 2...
While I admire the scope of the project, all the possible targets, the modern features of the language, etc. I dislike the fact it's not 'really' a compiler but just generates code for n different compilers on the various platforms.
I understand this makes all a lot easier for him and at the same ...
I understand this makes all a lot easier for him and at the same ...
- Tue Dec 15, 2015 2:28 pm
- Forum: Coding Questions
- Topic: [PB 5.31] DrawingBufferPixelFormat-#PB_PixelFormat_ReversedY
- Replies: 10
- Views: 4258
Re: [PB 5.31] DrawingBufferPixelFormat-#PB_PixelFormat_Rever
i feel so ashamed for posting a bug report with errors in the code. Sorry for making you waste your time and thanks for figuring out the errors.
- Mon Dec 14, 2015 10:01 pm
- Forum: Coding Questions
- Topic: [PB 5.31] DrawingBufferPixelFormat-#PB_PixelFormat_ReversedY
- Replies: 10
- Views: 4258
Re: [PB 5.31] DrawingBufferPixelFormat-#PB_PixelFormat_Rever
Ok, here is a sample using OpenGL Gadget.
Global RollAxisX.f
Global RollAxisY.f
Global RollAxisZ.f
Global RotateSpeedX.f = 1.0
Global RotateSpeedY.f
Global RotateSpeedZ.f = 1.0
Global ZoomFactor.f = 1.0 ; Distance of the camera. Negative value = zoom back
#GL_BGR=$80E0
#GL_BGRA=$80E1
#GL_RGB ...
Global RollAxisX.f
Global RollAxisY.f
Global RollAxisZ.f
Global RotateSpeedX.f = 1.0
Global RotateSpeedY.f
Global RotateSpeedZ.f = 1.0
Global ZoomFactor.f = 1.0 ; Distance of the camera. Negative value = zoom back
#GL_BGR=$80E0
#GL_BGRA=$80E1
#GL_RGB ...
- Mon Dec 14, 2015 6:56 pm
- Forum: Coding Questions
- Topic: [PB 5.31] DrawingBufferPixelFormat-#PB_PixelFormat_ReversedY
- Replies: 10
- Views: 4258
Re: [PB 5.31] DrawingBufferPixelFormat-#PB_PixelFormat_Rever
Sure, This is what I am using to load a PNG file and create an OpenGL texture with it:
;---------------------------
; Structures
;---------------------------
Structure GLTexture
id.i
width.i
height.i
depth.i
inverted.b
*bytes ;data
EndStructure
; Procedure used to load OpenGL Textures ...
;---------------------------
; Structures
;---------------------------
Structure GLTexture
id.i
width.i
height.i
depth.i
inverted.b
*bytes ;data
EndStructure
; Procedure used to load OpenGL Textures ...
- Mon Dec 14, 2015 3:27 pm
- Forum: Feature Requests and Wishlists
- Topic: Add Rotated Sprite pixel perfect collision check
- Replies: 0
- Views: 3573
Add Rotated Sprite pixel perfect collision check
i think the title is self explanatory. Currently SpritePixelCollision only work with non rotated sprites. it would be great to have this functonallity also for rotated sprites.
Thank
Thank
- Mon Dec 07, 2015 3:09 pm
- Forum: General Discussion
- Topic: Improve Bug report tracking and feedback
- Replies: 3
- Views: 1932
Re: Improve Bug report tracking and feedback
thanks for your reply Fred. The reason why I though this post could go into the Feature request section is because it would help a lot more the community and the dev team to provide a better way to report and keep track of bugs. as the way you are doing it right now does not give feedback of the ...
- Mon Dec 07, 2015 2:36 pm
- Forum: General Discussion
- Topic: Improve Bug report tracking and feedback
- Replies: 3
- Views: 1932
Improve Bug report tracking and feedback
Hi all,
Please excuse me if this text sounds to harsh or aggressive. This is not meant to be a rant. I am trying to understand the process involved in getting a bug reported for core PureBasic fixed by the dev team. How is a bug selected to be fixed or ignored completely?. Is it by number of people ...
Please excuse me if this text sounds to harsh or aggressive. This is not meant to be a rant. I am trying to understand the process involved in getting a bug reported for core PureBasic fixed by the dev team. How is a bug selected to be fixed or ignored completely?. Is it by number of people ...
- Thu Dec 03, 2015 4:30 pm
- Forum: Linux
- Topic: using WindowedScreen in Linux
- Replies: 0
- Views: 1688
using WindowedScreen in Linux
Hi guys, have any of you used WindowedScreen in Linux successfully? In latest versions it seems to be corrupted and there is already a bug reported . but it seems that the bug has something to do with the way WindowEvent() is used. So I am wondering if there is any of you using it correctly, having ...
- Thu Dec 03, 2015 4:04 pm
- Forum: Game Programming
- Topic: Interface to Chipmunk 7.0.1 [2D physics engine]
- Replies: 25
- Views: 25771
Re: Interface to Chipmunk 7.0.1 [2D physics engine]
Maybe you can use something like GitHub or Bitbucket to share it?
- Thu Sep 24, 2015 1:43 am
- Forum: Game Programming
- Topic: Collisions with rotated sprites
- Replies: 9
- Views: 7589
Re: Collisions with rotated sprites
Is your sprite library available somewhere?DontTalkToMe wrote: My sprite library does it *giggle*![]()