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progman_rus

Member Since 25 Dec 2008
Offline Last Active Private

Topics I've Started

Could you check a quality of the translation to Spanish language?

05 April 2013 - 03:30 AM

We found a translater from English to Spanish. But I am not sure about his qualification.

He made a small test case for me.

Could you check a quality of the translation ?

 

 

 

El sitio web de la red social “Odnoklassniki” odnoklassniki.ru dejo de funcionar en la tarde del jueves, 4 de abril. Los servicios Down For Everyone Or Just Me y HostTracker confirman problemas con el acceso a “Odnoklassniki”.
En la pagina principal de la red social se muestra el banner que dice que se estan realizando trabajos tecnicos en el sitio. Se ofrece visitar el sitio web mas tarde.
Como informo en su cuenta de Twitter la portavoz de la red social “Odnoklassniki”, Maria Lapuk, la causa de mal funcionamiento del sitio web es fallo del equipo. Disminuyo tambien suposiciones sobre un ataque DDoS. En el comentario a "Lenta.ru" la portavoz afirmo que hay algunos problemas con el equipo que se estan resolviendo.
“Odnoklassniki” es uno de los sitios web mas populares en el segmento ruso de la red. Segun datos de Liveinternet su audiencia diaria supera los 39 millones de usuarios.


mistake with textures coord

04 May 2012 - 09:11 AM

I have the vertex structure
struct Vertex
{
GLfloat x, y;
GLfloat r, g, b, a;
GLfloat tu, tv;
};

#define VERTEX_ARRAY 0
#define VERTEXCOLOR_ARRAY 1
#define TEXCOORD_ARRAY 2


I use it for draw 2D primitives.
test platform - Samsung Galaxy Tab

today I lunch app on the Sumsung Galaxy S II
I am in shock - there x/y is texture coord and tu/tv is world coordinats. They are reversed!!!

this is my shader

attribute vec4 vPosition;
attribute mediump vec4 vColor;
attribute mediump vec2 uv;
varying mediump vec4 vVertexColor;
varying mediump vec2 myTexCoord;
void main()
{
  gl_Position  = vPosition;
  vVertexColor  = vColor;
  myTexCoord   = uv;
}
precision mediump float;
uniform sampler2D sampler2d;
varying mediump vec4 vVertexColor;
varying mediump vec2 myTexCoord;
void main()
{
   gl_FragColor = texture2D( sampler2d, myTexCoord) * vVertexColor ;
}


this is render function for draw all primitives

glBindBuffer( GL_ARRAY_BUFFER, vertexBuffer );// Bind the VBO.
glBufferSubData( GL_ARRAY_BUFFER, 0, m_CurrentVertexIndex * g_ui32VertexStride, vertices );

glEnableVertexAttribArray( VERTEX_ARRAY );
glVertexAttribPointer( VERTEX_ARRAY, 2, GL_FLOAT, GL_FALSE, g_ui32VertexStride, 0 );

glEnableVertexAttribArray( VERTEXCOLOR_ARRAY );
glVertexAttribPointer( VERTEXCOLOR_ARRAY, 4, GL_FLOAT, GL_FALSE, g_ui32VertexStride, (void*) (2 * sizeof(GLfloat) ) );

glEnableVertexAttribArray( TEXCOORD_ARRAY );
glVertexAttribPointer( TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, g_ui32VertexStride, (void*) (6 * sizeof(GLfloat) ) );

glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, indexBuffer );
glDrawElements( GL_TRIANGLES, 3 * m_RenderTriangleCount, GL_UNSIGNED_SHORT, (void*)0);

How to fix it? How to setup for GL that first is world coord, next is color and next is texture coord?

IDirect3DDevice8::CreateDevice returns D3DERR_NOTAVAILABLE if I use BoundsChecker

22 March 2012 - 01:39 AM

I decide to check my application for error and memory leaks.

I use DevPartner BoundsChecker.

But if I am starting my app with error detector then IDirect3DDevice8::CreateDevice failed with D3DERR_NOTAVAILABLE error

maybe somebody worked with BoundsChecker and resolved this trouble.
Support of BoundsChecker does not answer (


PS MSVC 2005, DX8,

DirectShow doesnd play mp4 movie

19 September 2011 - 10:16 AM

basic code from this http://www.gamedev.n...irectshow-r1345

I try to play MP4 movie and failed
but AVI and FLV is OK

I catch E_FAIL this code: hr = m_pGraph->RenderFile( fileneme, NULL );

I have all codect and splitter in my system and play this file with Windows Media Player OK

bool Client::createAviInterface( HWND hWnd, const wchar_t* fileneme  )
{
	RECT rc;

	CoInitialize(NULL);

	HRESULT hr = CoCreateInstance( CLSID_FilterGraph, NULL, CLSCTX_INPROC, IID_IGraphBuilder, (void **)&m_pGraph );

	// Create the filter graph manager.
	if( S_OK != hr || !m_pGraph )
	{
		mGameModule->LogError( "CoCreateInstance CLSID_FilterGraph FAILED" );
		return false;
	}

	hr = m_pGraph->QueryInterface( IID_IMediaControl, ( void** )&m_pMediaControl );
	if( S_OK != hr || !m_pMediaControl )
	{
		mGameModule->LogError( "CoCreateInstance IID_IMediaControl FAILED" );
		return false;
	}

	hr = m_pGraph->QueryInterface( IID_IVideoWindow, ( void** )&m_pVidWin );
	if( S_OK != hr || !m_pVidWin )
	{
		mGameModule->LogError( "CoCreateInstance IID_IVideoWindow FAILED" );
		return false;
	}

	// Build the graph. 
	hr = m_pGraph->RenderFile( fileneme, NULL );
	if( S_OK != hr )
	{
		mGameModule->LogError( "Build the graph %S FAILED", fileneme );
		return false;
	}

	mGameModule->LogInfo( "Build the graph OK.");

	hr = m_pGraph->QueryInterface( IID_IMediaSeeking, (void**)&m_pMediaSeeking );
	if( S_OK != hr || !m_pMediaSeeking)
	{
		mGameModule->LogError( "QueryInterface IID_IMediaSeeking FAILED" );

		return false;
	}

	hr = m_pGraph->QueryInterface( IID_IMediaEventEx, (void**)&m_pMediaEvents );
	if( S_OK != hr || !m_pMediaEvents)
	{
		mGameModule->LogError( "QueryInterface IID_IMediaEventEx FAILED" );

		return false;
	}

	// Have the graph signal event via window callbacks for performance
	m_pMediaEvents->SetNotifyWindow((OAHWND)hWnd, WM_GRAPHNOTIFY, 0);

	LONGLONG lDuration = NULL;

	m_pMediaSeeking->GetDuration( &lDuration );

	hr = m_pGraph->QueryInterface( IID_IMediaPosition, ( void** )&m_pMediaPosition );
	if( S_OK != hr || !m_pMediaPosition )
	{
		mGameModule->LogError( "QueryInterface IID_IMediaPosition FAILED" );
		return false;
	}

	//Set the video window.
	m_pVidWin->put_Owner( ( OAHWND )hWnd );
	m_pVidWin->put_WindowStyle( WS_CHILD /*| WS_CLIPSIBLINGS*/ );
	m_pVidWin->put_MessageDrain((OAHWND)hWnd);

	::GetClientRect( hWnd, &rc );
	m_pVidWin->SetWindowPosition( 0, 0, rc.right, rc.bottom );

	// Run the graph.
	m_pMediaControl->Run();

	mGameModule->LogInfo( "OK" );

	IPin *pPin = NULL;
	IBasicAudio *audio = NULL;

	hr = m_pGraph->QueryInterface(IID_IBasicAudio, reinterpret_cast<void **>(&audio));
	if (!hr && audio) 
	{
		float soundVolume	= 1.0f;
		soundVolume			= 20 * log10( soundVolume );
		hr = audio->put_Volume( static_cast<long>( 100 * soundVolume ) );
		
		mGameModule->LogInfo("Set Volume: ");
	}
	else 
	{
		mGameModule->LogError("QueryInterface IBasicAudio: ");
	}

	return true;
}

trouble with z-sorting transparents textures

28 August 2011 - 10:30 AM

I would like to do a game that looks like Alien Shooter.
It is sprite 2D game - i saw all resources on the disk and videomemory.
But it looks perfect.

I want same same render engine for me.
Now i use isometrics map and render all sprites from cells - this is good but time of the time fps is too small
Becose i have a lot of DIP.

The reason is - always change texture for render next cell objects. ( i have 8 textures 1024x1024 total and may be more )

for example so:
http://www.gamedev.ru/files/images/?id=69996

now i want to group some sprites to big object - for example log wall or fence and render this object for one calls ( now it may be 5-25 call for render all wall becouse cells )

if i will render tiles as object i must to do z-sorting for render alpha textures

see pic
http://www.gamedev.ru/files/images/?id=70825

needs correctly sort a fence and two phone box and Red Plane with window ( this is very easy case )

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