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Comments:

<0> whose here
<0> up so forth
<0> does the following make sense http://rafb.net/p/qc5NPf35.html
<1> has anybody used libpng directly?
<1> (outside SDL_image etc)
<2> PovAddict: yes I have
<2> but we used it in combination with SDL + OpenGL textures, so I'm not sure if that's what you're looking for
<1> I'm trying to load an image and I get libpng error: IDAT: CRC error
<2> Do you get the error with more than one png image? Ie, did you try different image files?
<1> I tried a dozen files, and did this to one of them: pngtopnm image.png | pnmtopng > image_fix.png
<1> said the same for that one
<1> see yourself if it's broken: http://server2.povaddict.com.ar/imgs/anim066_f0000_t000_5_0.png
<0> whose up
<1> I am
<0> i live here how about you?
<0> what do you think about http://rafb.net/p/qc5NPf35.html



<1> Roo
<1> RootsLINUX: is that image valid=
<2> Sorry, I'm back
<2> Let me give you a link to our code
<2> I didn't actually write the image loading code myself
<2> http://allacrost.svn.sourceforge.net/viewvc/allacrost/trunk/demo/src/engine/video/
<1> is it possible that it gives CRC error if I didn't read the image data?
<2> http://allacrost.svn.sourceforge.net/viewvc/allacrost/trunk/demo/src/engine/video/tex_mgmt.cpp?revision=559&view=markup
<2> That's the file with our image loading code
<1> svn \o/
<2> I'm not sure. I don't even know what a CRC error is :/
<3> !mirrors
<4> http://sourceforge.net/project/showfiles.php?group_id=187344 and Linux distros can be used as SDL mirrors: tinyurl.com/27lyls
<2> line 568
<2> shows our loadpng function
<1> RootsLINUX: CRC = Cyclic Redundancy Code
<1> the crc error is on png_read_end...
<1> wonder if I need it at all
<5> yay!
<5> slouken: what was wrong with it anyway?
<6> devolution.com moved to a friend of Scott's, and they panicked when they saw the bandwidth use.
<5> oh heheh
<5> it doesn't always pay to be popular I guess :)
<6> Heheh
<0> whose up
<6> youse up
<0> im up
<0> metabol
<0> lets chat yall
<6> yo
<0> i am trying to figure out how to kick out the frames per second
<0> total_frames/(time diff)
<6> yep, that's right
<0> thats good
<6> Use floating point, and represent time diff in seconds, and you get frames per second
<0> http://rafb.net/p/OjRflB77.html
<0> am i going in the right direction
<6> More or less. You should search google for frame limiting. There's lots of discussion on how to do this.
<5> black_13: sdl-gfx has a function that does that
<0> really!
<7> I would rather limit logic rate instead of frame rate
<5> http://www.ferzkopp.net/joomla/content/view/19/14/ SDL_framerate.h
<0> what is the "logic" rate
<5> seperating object movement rate etc from rendering rate
<0> Nemoder_ thanks for the tip
<5> np
<0> Jessicatz where would i found an example of such (logic limiting)
<7> its the same method as render limiting
<7> basically you need to structure your code into two things
<7> event handling and rendering
<7> and if event handling takes too long, you skip a render frame
<7> that way you ***ure that the game is always constant
<7> regardless on how fast your graphics card may render the images
<0> i see
<0> some i quess i am going to take the direction and see what happens
<0> event handling is going to be odd for me
<0> i have to deal with hardware events
<0> person puts a dollar bill in or a coin in
<0> so forth and to be honest i am probably a year a way from figuring out how to do that
<7> wow



<7> uhm
<7> if you deal with hardware slot machines..
<7> I think the splitting of event/rendering is not worth it
<0> how do you mean
<0> there is some user interaction but its with its in kind of lock step fasion
<0> the user hits play .... then the slot runs
<0> only when they have bonus screens is here input
<0> Nemoder_, i notice that the test program that demonstrates frame limiting shows some tearing on the graphics
<7> I think because its not double buffered
<5> yea, I don't think that has to do with the function
<0> could it also be be because graphics ops are doing direct pixel ops?
<0> Nemoder_ still up
<5> barely :)
<0> im turning in
<8> hey
<9> evening.
<7> hiya
<8> baby kendrick needs food, badly
<9> Feed it quarters!
<8> hahhsahah
<9> Is libsdl.org still slow for anyone?
<10> 5.615 seconds to load!
<10> it's flying now
<10> it's in the /topic too :)
<11> Is Doc Wiki ( http://www.libsdl.org/cgi/docwiki.cgi/ ) just temporarily broken?
<11> Or has it been broken for a while...?
<1> it says so on libsdl.org front page...
<1> "Update: libsdl.org should be up to date, except for the wiki"
<9> It is only temporary.
<1> does anybody have some code to blur an image?
<1> if you see what I just coded you'll want to shoot me
<1> so ugly
<1> ohh and it just segfaulted :)
<12> PovAddict lets see it
<1> ok...
<1> http://rafb.net/p/HV9Ezz42.html
<13> I wish he wasn't hiding so I could shoot him
<13> hehe
<13> I'm gonna go with the 3 dp->blur_image[][] references as the cause of the problem
<12> prolly
<13> PovAddict: good idea
<13> and our survey says???
<1> http://rafb.net/p/ywUWRm76.html
<1> fails on the second image... even though they are the same size
<13> wraps too early?
<13> no no :|
<13> hmm
<1> nope... it's 800x600 so goes from 0 to 799 and from 0 to 599
<13> very odd
<13> so we know it's before those 3 ***ignments
<13> it has to be in the ADD macro then I guess
<1> I'll be lazy and try running it on a debugger...
<13> I know why
<13> no I'm lieing
<13> grr !
<13> hurts my head <: (
<9> Woo, pretty letters and numbers.
<14> 3 is not a number!
<14> it's just half of <3
<9> Ha.
<9> It's my heart after you broke it.
<14> yeah
<15> hi
<15> can someone here tell me the difference in the directx sdk and the directx sdk redist?
<1> hmm it seems I was allocating way too much memory
<1> like, memory to hold the whole image on each image line :|
<1> and I'm not checking malloc's return value for null!
<1> so all the problem was me deferencing a null pointer...
<13> lowsy null pointers
<13> why do they always point to nothing :(


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