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SteelGolem

Member Since 29 Oct 2000
Offline Last Active Feb 24 2014 02:41 PM
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Posts I've Made

In Topic: Need help with Functions etc.

25 July 2007 - 02:35 PM

that was a question, does that count?

In Topic: Little Help[Allegro]

07 January 2007 - 01:14 PM

you gotta be a little more clear about what you're trying to do. what is BITMAP* buffer for? it looks to me like its supposed to be a screen buffer for doublebuffering. if it's a screen buffer, then you need to leave your blit alone:

blit(buffer, screen, 0,0,0,0,300,300);

is "right", but should be written

blit(buffer, screen, 0, 0, 0, 0, SCREEN_W, SCREEN_H);

and should never be touched again. you're drawing your sprite to buffer, and that's good, but when you're all ready to put your final product to the screen, stick to that.

what you're trying to do is start your BITMAP* my_pic sprite on the right side of the screen instead of the left.. change where you're starting the sprite at:

int my_pic_x = 0;

will put the sprite's left edge at the left of the screen.

int my_pic_x = (SCREEN_W-1) - my_pic->w;

will:
- move the sprite's left edge to the right of the screen, effectively putting it just off-screen [SCREEN_W-1]
- and move it back by the width of the sprite [- my_pic->w]

you can tell that when you want to move the sprite with the arrow keys, that you just change my_pic_x and my_pic_y, right? the same goes for where it's going to start at. you're keeping track of the sprite's upper-left corner with those variables.

In Topic: Bounding Box and model class problem

02 December 2006 - 03:08 AM

do X files store boundbox information? i've never looked into the file format, and i'm looking at msdn's info on the mesh structure, and i don't see anything storing any bounding box information. in fact, the only references i see to bounding stuff are:

D3DXBoxBoundProbe
D3DXComputeBoundingBox
D3DXComputeBoundingSphere
D3DXIntersect
D3DXIntersectSubset
D3DXIntersectTri
D3DXSphereBoundProbe

the boundbox and boundsphere stuff require you to give info about the boundshape and no direct part of a mesh. intersecttri takes the corners of a tri, and intersect/intersectsubset takes mesh data. i'm not sure how you're even getting one boundbox, since i haven't done any of this yet.. what do you need a boundbox for? where are you using it in code? i don't see any structure for storing boundbox information given directly by d3d.. show some boundbox code, where you're using it. maybe i misunderstood your question?

In Topic: I Have A Problem

14 September 2005 - 05:21 PM

trent, you're a bastard. (read: hee hee!)

you're taking the 'rating system' too seriously. for one, i don't really care at all about it. people that look to the rating to help them judge a person really aren't worth my time anyhow. i'd just as soon have everyone rate me down to 0.. actually, rate me down please! i'd gladly hand all my rating points to you if it helped you feel better.

sg

In Topic: Picture wars! (image heavy)

21 July 2005 - 09:15 AM

Quote:
Original post by Ra
Quote:
Original post by sirGustav

won't work - clicky

<img src="URL">

...not scr.


get 'im, jeremiah! *shakes a pitchfork*

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