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<0> javaq_ naming it 'result' isn't any better... <0> nobody has any idea what your function does <1> no one knows.. <2> "the Shadow does" <2> been a long day and tomorrow is the only "sleep in" day I've got <0> night <3> hm <4> heyo <4> anyone here know win32 Platform API stuff? <0> just ask the real question <5> He wants win32's e-mail address <4> har har <4> well, Im trying to use the AlphaBlend function to draw a translicent PNG in a static control <4> *translucent <4> and it works great when i do it the first time, when i first ***ign the bitmap., but when i do it on WM_PAINT, nothing seems to happen <5> Maybe WM_PAINT doesn't get sent
<4> nah it does, I traced it <4> it just doesnt show.. <4> i encapsulate my calls between a BeginPaint / EndPaint <4> and use the HDC i get from BeginPaint <4> but it dont draw <0> maybe you didn't invalidate the part you drew to <0> or validate... whichever <3> maybe it out of ink <4> how do i validate it? <0> InvalidateRect <4> hmm lemme try <0> invalidate it to add the region to the update list (I think that's what it's called) <4> my suspicion is that its somethingto with it being a static control and me manually calling alphablend on it <0> I think proper use of WM_PAINT is that it's supposed to query the update region and draw to that, then validate that region <5> Ehm <5> Invalidating it just makes it send WM_PAINT <4> hmm, well WM_PAINT certainly does get called every time i move something over the area <0> *shrug* don't go by my words then, I don't recall exactly how it all works <0> why do you need alpha blended graphics anyway? <5> Cause it looks high-tech! (or at least looked, 10 years ago) <0> i hope you're not 'making a game' <4> no, im porting a UI lib wrapper i wrote awhile ago to windows <0> what did it work with previously? <4> gtk <0> gtk works in windows, i believe <4> yeah, but it's a wrapper <4> its supposed to wrap around the native api <4> :) <4> i dont wanna wrap it around the crappy windows gtk port <0> is gtk the native api in some other OS? <4> well, its pretty much a standard in linux these days <0> is the windows port much different? <4> no, but its a bit awkward, it doesnt use native widgets unless you install a special theme <4> and its one more layer to wrap over <4> not that im enjoying doing this win32 nightmare <4> anyway, showing alpha mapped images is alot easier in gtk :) <0> i bet it'll get easier with Vista <4> i dunno, its not like they're gonna rewrite the win32 API <4> just more crap to link against <0> are you joking? <4> im not, the C core is still going to be the same <4> all the .NET stuff is built around it <4> im sure they've improved it <4> but for backwards compatibility it will always be there <6> hey guys if anybody knows some spherical geometry, i'm pretty bugged out... i have my X angle and Z angle, respectively theta and phi... now for this calculation my angles are 90 and 260... which should, i think end "under" the sphere a little left of the center point. is that any right? <0> I think it's the other way around toast <5> StaZ[home]: sounds right <4> i dunno, win32 programming has always been a nightmare <5> Every kind of programming is easy <4> i keep coming back to it to port things i write for linux and it always ****s <4> not when you deal with convoluted APIs <0> win32 is not the primary api in vista - winfx is <4> yeah but what does that sit on top of? <5> Having used Win32 and XWindow's API, I can tell you for sure that Win32 is pretty fine ;) <4> yeah, XWindow's API is not a UI API <5> It creates windows, it's an UI api <5> Win32 is not an UI api either <0> http://en.wikipedia.org/wiki/WinFX <4> i just know that gtk is a pleasure to work with <4> its as simple and as complex as you wanna make it
<4> hehe <5> (and I don't mean websites) <4> oh i think i figure out this alphablend thing <4> hmm maybe not <4> ****in a <4> go see Dave Chapelle's Block Party <4> it's really good <5> Don't have US channels <4> its in the theaters <5> Then it'll never be released here <4> where's here? <5> Europe <4> never heard of it <5> That movie looks crappy btw <4> **** man this is just refusing to work <6> okay so i guess there's a problem with this : Bones[I].LastJoint->x = 0.0f + (0.5f * cos(90.0f * TO_RAD) * sin(260.0f * TO_RAD)); <4> you look crappy <6> here i took my usual variables value and hardcoded them for testing <6> and --> #define TO_RAD 0.01745329251994f // PI / 180.0 Rad conversion <6> and this line puts the value 2.1523658e-008 <- that can't be right ya? <0> what should it be? <5> Wonder why movies/videoclips/etc always have only black people or only white people <0> and what's with 0.0f + ? <6> rdragon yeah well relooking at it... it might be right... <4> because it's about a concert in a neighborhood that'sabout 98% black? <6> rdragon that's my offset that is actually 0.0f nevermind that one <4> might have something to do with it <5> You mean all movies/videoclips are about a concert in a neighborhood? <4> no this one is <4> i dont know what the hell you're talking about <5> I guess I'm typing sentences that are way too much complex <4> i guess you are <7> Hmmm.. ***igning *this to *this causes problems... But is ***igning *this to *somethingElse generally safe? <8> I would hope that wouldn't compile <9> that's why you check if you're doing self ***ignemnt in your operator= <6> i think my Phi value is wrong... caus to calulate my Z... according to mathworld... z = r cos phi so i puted up z = 5.0f * cos(260.0f * TO_RAD); <- but with my values of X(90) and Z(260) i was expecting to get a Z value of 0... so what's wrong, my angle or my phi ? <9> wrong channel StaZ[home] <6> no <8> don't expect "correct" results when using floating point types <6> why ? <8> because they're not precise <9> oh oops, sorry thought you were asking maths question on spherical coordinates <6> Cowmoo i am <8> floating types are a processor-specific approximation <7> Well, what I need to do, quite simply, is make a backup of the state of my object at some point, and possibly restore the state later on, from within one of its member functions. I was hoping I could use the default ***ignement operator for that... Eh, I'm tired. I don't think I make sense. <6> impatient okay i guess i can try to use doubles <8> double is a floating point type :P <8> brb <6> ... <6> ok you're kidding me or what now <9> ? <6> sin() and cos() only take "floating" point values <8> I'm saying don't expect precise results <10> morning everybody <8> sup <10> food <8> food is a damned good idea <6> impatient yeah whatever <8> also, sin & cos look like they take std::complex<T> <8> tho I don't think that will change much <6> my vc++ 2005 tooltip on sin and cos function shows 3 overloading using float, double and long double <8> you have an msdn distro to go with that? <10> 2005 i would guess <10> it installs together <6> nah i only got the express edition <10> hm.. pancakes <10> staz: help -> index <6> ? <10> that is a cut down MSDN thing <6> oh i know i got the online thing <10> anyway vc8 seems to have both the complex<T> one and the others <8> in any case, if you need precision then don't use floating point types' <6> i don't need that precision
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