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<0> There is no way to produce 2 SDL windows in a program using SDL alone, is there? <0> since SDL_SetVideoMode gets rid of the other surface <0> I'm guessing that in order to do that, I would need to interact with the underlying window system <0> (Delicious! :( ) <0> heh <1> i don't see why one would need more then a window for an app you'd use SDL for <2> TehZorroness, no, doesn't look like that <2> why do you need 2 windows? <2> You'd need to use 2 separate apps <2> maybe you could let 2 apps interact through some port <0> well, what I'm working on a video surface cl*** for an engine and I'm trying to make it so it is as flexable as possible (not limit everything to only one instance, ect) <0> but having two video surfaces for a game isnt worth all that trouble, so that can really be put off for some years <2> mh, maybe you should give the cl*** a reference to the instantiating cl*** <0> I was pretty much pondering what it would take to achieve :) <3> Can I convert a sdl_rect to a new sdl_surface somehow? <2> why not just copy the content from the sdl_rect (and the source surface) to a new surface?
<2> create a new surface <2> and blit the surface on it <2> err, the rect <3> this is what I mean <3> how do I do that please? <2> You have a SDL_Surface with an SDL_rect pointing to a certain section, right? <3> yes <2> do you have 2 SDL_rects..? I usually have a source & destination rect <3> yes I do <2> what's so hard then? <3> I have this lib that rotates surfaces and it says when I want to apply it.. cannot convert from sdl_rect to sdl_source <2> point dstrect.x & .y to 0 <3> and that will do it? <2> and .w & .h to image->w & image->w <2> and srcrect coordinates to the place you want <2> and then blit it <2> SDL_BlitSurface(image, &srect, display, &drect); <2> (where image is the new surface, in this example) <2> and you're done <3> I see.. thanks <3> you reckon it slows down the api? <1> rotate surface? via software? <1> how slow is it? <3> not slow for small sprites <1> i'd really consider opengl for that <3> I love opengl but I cannot use it here <1> prerender the sprites then <1> it's what I use :) <1> to get pseudo3D <3> you mean into cache? <1> well since i render them from blender directly i don't have to do that <1> i have the spritesheets already <1> but you could cache them <1> or save them to a file <1> only differenc would be loading speed vs disk space <3> that's right <3> cache I would prefer though <3> with rotations I wouldnt know how many of those sprite sheets I would really need <3> could get huge <1> well it depends on what you are doing <1> if it rotates pretty fast you don't need as many <1> also fewer depending on size <1> i use 36 for up to 70x70 pixel objects <3> I want to have at least 60 sprites every 6 degrees or so <1> that rotate reasonably fast <1> above 70x70 pixel objects i'll probably go to 81 or more <1> but I have yet to get that far :P <3> :) <1> but you'll do much better this way then realtime <1> although it'll be slightly choppy if you don't get enough samples <1> you just have to run tests <3> isnt it time consuming to do sprite sheets? <1> i make mine by scripts <1> i just need the 3d model <1> then i have two scripts to convert it to a sprite sheet <3> thats very handy <1> one renders it and the other fuses the renders together in a spritesheet <1> but I only do this once with the model <3> you wrote it yourself? <1> my friend did the render plugin for blender <1> i did the rest: )
<3> on ogl right? <1> he ****s at coding :) <1> yeah <1> SDL + OpenGL <1> but at compile time you can use pure SDL if you want <3> I had a game runnning on OGL with software rotation of 20 spaceships at once.. it was reasonably fast <3> but had a good cpu though <3> 64x64 sprites <1> well i can have 30 spaceships + 100 explosions + 100 lasers and it runs fine :) <1> what's funny though <1> is that most of the CPU goes to making cool stars <1> in the background <1> giving it a liquidy effect <3> I know.. I noticed :) <1> i'll have to rethink that though <3> I made an random star generator for that <3> pixels here and there <1> i did too :) <1> each with different brightness <1> that moves at a different speed <1> relative to brightness <1> but it devours CPU <3> the map that I was originally loading from nasa.com had 600 kb and it slowed me down to 45 fps <1> heh <1> I just use pixels :) <1> but i have to get around to nebula <1> and stuff like that <1> but i'm pretty alpha :) <3> what font lib did you use <3> ? <1> SDL_ttf <1> i haven't done much text work though <3> was is reasonably fast with lot of text> <3> ? <1> it seems pretty scary for multi-line input <3> ahh okay <1> well for what I do it's more then fast enough <3> I had m***ive problems because orgininaly I wanted to code it for net gaming <3> but then I did it with this stupid quake font in gltexfont <1> my goal is not net gaming :) <1> not in the 1.0 release at least <1> i'm just writing a clone game from my youth <1> and going to make it nicer <3> Maybe I should do that sprite sheet.. how big are they? <3> you did that in 3d? <1> nah <1> here, look <1> https://trac.bobbens.dyndns.org/naev/attachment/wiki/Screenshots/0.4.2-1.png <1> that screenshot is missing explosions, but it isn't too old: ) <3> w8 <3> wouldnt load from here.. I am on holiday in China and the site is banned :P <1> hehe <1> dyndns.org is banned from china <1> because anyone can hosta webserver locally <3> yap <1> it's my home server :) <1> shame though <1> you have no proxy? <3> no <3> just got dls <1> shame <3> anywho.. I ****ed up my spaceship roleplay game because of didn't like to use std:vector and wrote my own ****ty vector cl*** <1> bad move :P <3> beginners luck <3> was ambitious though.. 20k line of code <1> well i'm a beginner at this <1> i'm at 10k :) <1> but it needs alot of work <3> actually if you wanna know photon torpedos fkced it up <3> wanted to make it by physical law with auto aiming etc + physical laws <3> long story forget bout it <1> i'm actually rewriting my physics engine now <3> how so <1> thinking about using rk4
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