Jump to content

  • Log In with Google      Sign In   
  • Create Account


JohnnyLightwave

Member Since 11 Jul 2011
Offline Last Active Mar 29 2014 12:05 PM
-----

Posts I've Made

In Topic: Inconsistency between XNA/DirectX and OpenGL rendering

29 March 2014 - 09:37 AM

Hi again,

 

In trying to diagnose this, I got it running on iPad.  I get a similar problem, but a little different. 

 

Does OpenGL blend more than one pixel distance away?  If I color all RGB in my image white on load (and leave alpha alone) then it works okay.  But, I have my image bundler set up to add an outline around each image of the image's own color-- so that a letter in a font, say, is surrounded by a stroke of white.  On iPad, each letter and image has a perfect (thin) border around the edge-- as if the blending is reaching out another pixel's distance away.

 

By comparison, on the Mac, only certain areas get this blending-- as seen in that screenshot above.  But on iPad, a perfect halo around the rim of each letter.

 

Is this filtering going further than I expect it to?  I'm expecting it to go one pixel out-- as in, I have a pixel that's 255,255,255,255, and it's next to 255,255,255,0, and that's next to 0,0,0,0 ... when I draw the first one, I expect it to blend with the second one, but ignore the third.  On iPad, at least (retina?) it seems to involved the third.

 

Do I have higher-order blending on by default, maybe?

 

[Edit] Oh, incidentally, I have no mipmaps-- this is all for the 2D, "sprite" portion of the interface.


In Topic: Following a path, determining when to move on to the next point

20 April 2013 - 02:09 PM

Well, that's kinda what I'm doing, isn't it?

 

If the new vector is in the same direction as the old vector, then my dot should be >0, and if it's in the opposite direction (indicating passing the point), then my dot is <0 ... theoretically.


In Topic: Handling multitouch in Windows (like for Surface Pro)

11 April 2013 - 07:40 PM

Thank you very much... I wasn't able to find this information anywhere else.  I'm infuriated that they made this into a whole new input stream, though... it's going to be a lot of crazy work to fold this into my habits.


In Topic: Interpolation of four points (grid corners)

18 February 2013 - 01:10 PM

Do you happen to have a scrap of code I can look at?  Cuz I'm doing something similar to that, I think-- I'm getting a left right value, and then modulating it against an up-down value.  Like I said, the results are... much worse than I would have expected, so I'm clearly doing something wrong.


In Topic: Pathfinding with nodes... finding the first node.

09 December 2012 - 06:07 PM

Wait, do you mean you test each and every one of the (potentially) 10-20k nodes until you get a hit? Don't you sort them using some kind of spatial partitioning algorithm?


Coming up with a sorting algo that is efficient in both speed (has to generate quickly for user generated levels, can't leave them hanging while sorting for minutes) and catching all cases and memory is the problem.

I have dozens of different algos that are too slow, destroy memory, or work in 95-99% of cases. Posted Image

PARTNERS