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<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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