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Posted: Fri Mar 27, 2009 2:46 pm
by J. Baker
Fluid Byte wrote:
J. Baker wrote:It seems that Sprite3DQuality doesn't work with DirectX9. Does this have to do with DirectDraw?
That has nothing to do with this code. Besides, it works perfectly. Could you please post in "Coding Questions" and not here?
Hmm, I see no signs of bilinear filtering. And I posted here because I didn't have the issue until I used your code. Now quit being such an ass.

EDIT: Sorry if I've been an issue with you. I will no longer post in your topics.

Posted: Fri Mar 27, 2009 3:33 pm
by Fluid Byte
J. Baker wrote:Hmm, I see no signs of bilinear filtering.
Then you are a noob or need glasses. Either way, this has nothing to do with clipping a sprite!
J. Baker wrote:And I posted here because I didn't have the issue until I used your code. Now quit being such an ass.

First you spam my post because you create three Sprites3D with the same ID (!) and wondered your sprites won't show. Then I fixed the problem for you. Now all of a sudden you think filtering is broken and seriously post here again? And I'm being an ass? Are you drunk?
J. Baker wrote:EDIT: Sorry if I've been an issue with you. I will no longer post in your topics.
No need for drama just because you suffer from the inability to read and properly check you code for errors before posting. :roll:

Posted: Fri Mar 27, 2009 5:47 pm
by J. Baker
Fluid Byte wrote:
J. Baker wrote:Hmm, I see no signs of bilinear filtering.
Then you are a noob or need glasses. Either way, this has nothing to do with clipping a sprite!
J. Baker wrote:And I posted here because I didn't have the issue until I used your code. Now quit being such an ass.

First you spam my post because you create three Sprites3D with the same ID (!) and wondered your sprites won't show. Then I fixed the problem for you. Now all of a sudden you think filtering is broken and seriously post here again? And I'm being an ass? Are you drunk?
J. Baker wrote:EDIT: Sorry if I've been an issue with you. I will no longer post in your topics.
No need for drama just because you suffer from the inability to read and properly check you code for errors before posting. :roll:
Ok, if you set Sprite3DQuality(1) while using your DirectX9 technique (which I'm thankful for) you do not get any bilinear filtering unless you zoom greater then the actual image size. Which in the DX7 you would still get bilinear filtering even at the images correct size, without zooming.

As for being a noob, I think not. I've been using PureBasic since 2002, maybe 01, I can't remember.

And yes, the first question of mine was my own mistake. But there's no need responding the way you do. I just thought it had something to do with your code. That's why I asked here.

Anyway, like I said, I just won't post in your topics if you're going to be grouchy.

Posted: Fri Mar 27, 2009 6:28 pm
by Fluid Byte
J. Baker wrote:Ok, if you set Sprite3DQuality(1) while using your DirectX9 technique (which I'm thankful for) you do not get any bilinear filtering unless you zoom greater then the actual image size. Which in the DX7 you would still get bilinear filtering even at the images correct size, without zooming.
"your DirectX9 technique"? Arghh! :x

You did not even try to reproduce the problem in a separate example without the clipping code, did you? Of course you didn't! Otherwise you would have noticed it's a DX9 related issue!
J. Baker wrote:As for being a noob, I think not. I've been using PureBasic since 2002, maybe 01, I can't remember.
The problem is that you don't seem to look at least twice at your code. Thus you are not capable to spot even the simplest mistakes. Instead you spammed my thread two times with trivial problems that had nothing to do with the code I posted.
J. Baker wrote:And yes, the first question of mine was my own mistake. But there's no need responding the way you do. I just thought it had something to do with your code. That's why I asked here.
Not only the first, the second as well. If you even have a third question please do us all a favor and post in "Coding Questions" this time. I'm getting tired of these false "bug reports".
J. Baker wrote:Anyway, like I said, I just won't post in your topics if you're going to be grouchy.
If someone is "grouchy", irrelevant now if that was true or not, you do call him an asshole in response?

Sir, you are out of your ****ing mind.

Posted: Fri Mar 27, 2009 6:39 pm
by djes
Thank you for the tip, it is *really* useful. Note that Fred told us that with DX9, we don't need any more "square" sprites. :)

Posted: Fri Mar 27, 2009 6:52 pm
by J. Baker
Fluid Byte wrote:
J. Baker wrote:Ok, if you set Sprite3DQuality(1) while using your DirectX9 technique (which I'm thankful for) you do not get any bilinear filtering unless you zoom greater then the actual image size. Which in the DX7 you would still get bilinear filtering even at the images correct size, without zooming.
"your DirectX9 technique"? Arghh! :x

You did not even try to reproduce the problem in a separate example without the clipping code, did you? Of course you didn't! Otherwise you would have noticed it's a DX9 related issue!
J. Baker wrote:As for being a noob, I think not. I've been using PureBasic since 2002, maybe 01, I can't remember.
The problem is that you don't seem to look at least twice at your code. Thus you are not capable to spot even the simplest mistakes. Instead you spammed my thread two times with trivial problems that had nothing to do with the code I posted.
J. Baker wrote:And yes, the first question of mine was my own mistake. But there's no need responding the way you do. I just thought it had something to do with your code. That's why I asked here.
Not only the first, the second as well. If you even have a third question please do us all a favor and post in "Coding Questions" this time. I'm getting tired of these false "bug reports".
J. Baker wrote:Anyway, like I said, I just won't post in your topics if you're going to be grouchy.
If someone is "grouchy", irrelevant now if that was true or not, you do call him an asshole in response?

Sir, you are out of your ****ing mind.
Enough Fluid Byte.

And just for the record, I didn't call you an asshole, I called you an ass. See, everyone makes mistakes. And who refers to themselves as "him"? Kinda weird.

I will no longer post to your comments.

Posted: Fri Mar 27, 2009 7:27 pm
by Fluid Byte
J. Baker wrote:And just for the record, I didn't call you an asshole, I called you an ass.
Yeah. That "completely" shines a new light on the situation ...

Man you got issues ... :x
djes wrote:Thank you for the tip, it is *really* useful. Note that Fred told us that with DX9, we don't need any more "square" sprites.
I'm a little lost here. Which tip you mean?

Posted: Fri Mar 27, 2009 7:53 pm
by Kaeru Gaman
Fluid Byte wrote:
J. Baker wrote:And just for the record, I didn't call you an asshole, I called you an ass.
Yeah. That "completely" shines a new light on the situation ...
be a little indulgently with him.
if I remember correctly, for Americans "ass" means "donkey"....

@Baker

you should remember that this is an International forum.
to the rest of the world, "ass" just means almost the same as "asshole".

don't think we talk "American" just because we use English here!

Posted: Fri Mar 27, 2009 8:00 pm
by djes
Fluid Byte wrote:
djes wrote:Thank you for the tip, it is *really* useful. Note that Fred told us that with DX9, we don't need any more "square" sprites.
I'm a little lost here. Which tip you mean?
Not the "tip" (again the language!), I meant your code ;)

Posted: Fri Mar 27, 2009 8:31 pm
by Fluid Byte
Kaeru Gaman wrote:be a little indulgently with him.
if I remember correctly, for Americans "ass" means "donkey"....
What the hell does it matter? I asked him politely to post in "Coding Questions" unlike he is absolutely sure it has something to do with my code. He failed to do so twice and I was insulted in return. Do you really think I will start to argue now about the differences between ass and asshole? And no, ass doesn't mean donkey (which would be rude enuff!) it means the thing you sit on and isn't considered a "friendly thing" in most parts of the world.
Not the "tip" (again the language!), I meant your code
Then say code and not tip! :twisted:

Posted: Fri Mar 27, 2009 9:07 pm
by djes
Fluid Byte wrote:
Not the "tip" (again the language!), I meant your code
Then say code and not tip! :twisted:
:oops: :lol:

Posted: Thu May 28, 2009 4:25 pm
by eddy
Nice job, I can update my sprite3D includelib.

Posted: Thu May 28, 2009 4:33 pm
by Kaeru Gaman
djes wrote:
Fluid Byte wrote:
djes wrote:Thank you for the tip,
I'm a little lost here. Which tip you mean?
Not the "tip" (again the language!), I meant your code ;)
now I'm curious... whan is the extra meaning of "tip" in french?

it can be a "hint" or "advice" in german,
or a "forecast" or a "bet" like betting on sports...

in english, it can be "gratuity" or "beer money", the extra pay for a service...

O_O'

Posted: Thu May 28, 2009 8:28 pm
by djes
Kaeru Gaman wrote:
djes wrote:
Fluid Byte wrote:
djes wrote:Thank you for the tip,
I'm a little lost here. Which tip you mean?
Not the "tip" (again the language!), I meant your code ;)
now I'm curious... whan is the extra meaning of "tip" in french?

it can be a "hint" or "advice" in german,
or a "forecast" or a "bet" like betting on sports...

in english, it can be "gratuity" or "beer money", the extra pay for a service...

O_O'
It's a mistake. I thought that tip = hint. My english is so bad :'(

Posted: Thu May 28, 2009 8:33 pm
by Fluid Byte
No, tip has many meanings and one of them beaing "hint" or "clue".

After all we are in "Tricks 'n' Tips" :wink: