Search found 53 matches
- Thu Mar 17, 2016 3:07 pm
- Forum: Game Programming
- Topic: how to Tint a translucent sprite?
- Replies: 5
- Views: 4155
Re: how to Tint a translucent sprite?
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 ...
- Wed Mar 16, 2016 10:44 pm
- Forum: Game Programming
- Topic: how to Tint a translucent sprite?
- Replies: 5
- Views: 4155
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 to...
- Wed Jan 27, 2016 8:44 pm
- Forum: Mac OSX
- Topic: Wrong parameters values in CallFunctionFast
- Replies: 3
- Views: 1632
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: 1632
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 EndPr...
- Tue Jan 26, 2016 9:22 pm
- Forum: Feature Requests and Wishlists
- Topic: Sprite : some requests
- Replies: 3
- Views: 2104
- Thu Dec 17, 2015 2:53 pm
- Forum: Off Topic
- Topic: Monkey programming language round 2...
- Replies: 39
- Views: 18150
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 t...
- Tue Dec 15, 2015 2:28 pm
- Forum: Coding Questions
- Topic: [PB 5.31] DrawingBufferPixelFormat-#PB_PixelFormat_ReversedY
- Replies: 10
- Views: 3836
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: 3836
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=$1907 #...
- Mon Dec 14, 2015 6:56 pm
- Forum: Coding Questions
- Topic: [PB 5.31] DrawingBufferPixelFormat-#PB_PixelFormat_ReversedY
- Replies: 10
- Views: 3836
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 Declare LoadGL...
- Mon Dec 14, 2015 3:27 pm
- Forum: Feature Requests and Wishlists
- Topic: Add Rotated Sprite pixel perfect collision check
- Replies: 0
- Views: 3416
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: 1616
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 sta...
- Mon Dec 07, 2015 2:36 pm
- Forum: General Discussion
- Topic: Improve Bug report tracking and feedback
- Replies: 3
- Views: 1616
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 ...
- Thu Dec 03, 2015 4:30 pm
- Forum: Linux
- Topic: using WindowedScreen in Linux
- Replies: 0
- Views: 1521
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: 24128
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: 7072
Re: Collisions with rotated sprites
Is your sprite library available somewhere?DontTalkToMe wrote: My sprite library does it *giggle*