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About InetRoadkill

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  1. I'm considering using Indiegogo to raise money for my project. I've been self-financing up until now, but it slow going. So the hope is to raise funds to bring in outside help. This leaves me with a decision regarding what to offer as an incentive to potential sponsors. One of the ideas is to offer advance copies of the game or a special edition version. This raises the question of how this work.   The game is almost far enough along to submit to Steam to get green lit (just not there yet). But at some point it will get Steam approval. This means I will need to get a bunch of keys to send to contributors. How does that work? The keys will also need some sort of identifier to tell the game that 'this person is contributor, so turn on the incentives'.   One other question -- I'm doing the development using the UE4 engine. Epic has a test Steam cloud Id to tinker with, but it's rather limited and crippled. Can you get a game ID from Steam ahead of being green lit so that the full cloud interface can be developed and tested?   I'd be interested in hearing about anyone's experience using Indiegogo and what pitfalls they ran into. Suggestions for incentives are also welcome.
  2. I'm trying to build Blender with the BEPUik full-body IK system included. However, the instructions for building it are pretty thin -- Download Blender source and its build dependencies, download the BEPUik source, a miracle occurs here. Unfortunately, the miracle didn't happen and I can't figure out the magic spell needed to build this. My familiarity with CMake is limited, so all I can do is guess what's required.   I'm hoping someone here has done this before and can offer some guidance. My main question is where does the BEPUik source go? Am I supposed to merge it into the blender source, or is there some special CMake command to make it build to source directories and merge them into a single final product?   (I tried posting this question to the BEPUik thread at BlenderArtists. But it's a ghost town there.)
  3. InetRoadkill

    getting flooded with WM_PAINT events

    Aha. This fixed the problem. (Added to the window handling the OGL rendering):     BOOL CChildView::PreTranslateMessage(MSG* pMsg) {     if (pMsg->message == WM_PAINT)     {         return TRUE;     }     return FALSE; }
  4. InetRoadkill

    getting flooded with WM_PAINT events

    I think you're on the right track with the SwapBuffer triggering a new WM_PAINT event. However, the sample code in the SO link doesn't fit the messaging used in Win7. (Or maybe I'm using the wrong one.) VS2013 provided an OnPaint function which has no return codes ( void OnPaint() ), so there's no way to signal the paint event was handled.
  5. I created a simple MFC project using VS2013, then overloaded WinApp::Run() with a sample message pump taken from MSDN example code. I added code to the message pump that was to be called every time there was an Idle. However, what I found was that the idle code never gets called. Further investigation revealed that the message pump was being flooded with WM_PAINT events which was preventing it from ever going idle. My question is why is my app being flooded with WM_PAINT events? I'm not calling anything to invalidate the window or indicate that I want the window to be redrawn. The window has been set up to handle openGL rendering. I'm not sure if that is a factor or not.
  6. InetRoadkill

    X11 Keep window on top

    Making a child/parent relationship would be the ideal way to fix this. However, X11 has a nasty rule that child windows must be completely inside the parent or they get clipped. What I'm looking for is a child/parent type relationship without the parent clipping the child.
  7. InetRoadkill

    X11 Keep window on top

    Ordinarily, I would agree. However, the powers at be want it this way. The tool window needs to stay above the work window. That's really all I need. Any other windows on the desktop can be ignored.
  8. I'm having trouble keeping a window on top of the stacking order. I have two windows with no parent/child relationship. One has a bunch of tools on it and it needs to stay on above the other window. However, clicking on the intended lower window is bringing it to the top above the tool window. I've tried setting the tool window to _NET_WM_WINDOW_TYPE_TOOLBAR and I set  _NET_WM_STATE_ABOVE. Both are being ignored. Is there a trick to make this work? If not, is there a way to see how the windows are stacked and to manually move the window back to the top when needed? (I don't want to change focus in the process.)
  9. I need raw mouse movements (delta x,y) from the mouse on X11. I have Xinput2 working, except it stops sending events whenever a mouse button is down. From my understanding, this has to do with implied window grabbing. Is there a way around this? (The WarpMouse trick won't work here.)
  10. I'm working on a front-end to my game compilers. I've created a dialog box which shows the progress of each compiler. When each compiler completes, I would like to display a picture (a .bmp image) next the name of the compiler. The dialog is working fine, except I can't get the image to display. I've created two bitmap images (a green check and a red X) to indicate the success or failure of the compiler step. They are imported as resources and given ID numbers. They are loaded as a pair of CBitMap objects: RC = OkBmp.LoadBitmap(IDB_BITMAP1); RC = FailBmp.LoadBitmap(IDB_BITMAP2); The return code says they loaded successfully. In my dialog handler, I have a function which is supposed to change the image (for example display the checkmark): void SetCheck ( ) { SendMessage(_hWnd, STM_SETIMAGE, SS_BITMAP, IDB_BITMAP1 ); } I know the 4th parameter is wrong and needs to be a handle. But I don't know how to get the appropriate handle from the CBitMap object to feed into SendMessage(). I imagine it's something simple. Could someone throw me a hint?
  11. Is it possible to run a vertex program and fragment program at the same time? I haven't been able to find a definitive answer. If so, how do you activate them both?
  12. InetRoadkill

    view vectors to matrix?

    Oops. I was on the right track. I just had the side and front vectors swapped. Thanks.
  13. I have 3 vectors which describe a view: vecForward, vecUp, vecRight. I know these are in common use. What I would like to do is use these to create a rotation matrix that can be directly loaded in openGL without having to solve for the individual rotation angles (pitch,roll,yaw) and then doing a set of glRotates(). I did some sample rotations using glRotate() and downloaded the matrix from openGL and it looks like you can almost stuff the view vectors directly into a matrix and do a glMultMatrixf(). Is this the case? Does the matrix need inversion? (I know the rotations are 3x3 and the ogl matrix is 4x4. I assume you need to fill the remaining rows and columns with 0 except for a 1 in the lower corner.)
  14. InetRoadkill

    clamping irregular textures?

    Spacing is no problem since at this stage all of the lightmaps are contained in separate textures. It's the fill around the edges that's the problem. There's no real way to predict how the rasterizer drew the edges with absolute certainty since the aliasing along the edges has a amount of randomness to it.
  15. I'm working on a radiosity program and I've run into a problem for which the solution escapes me. My google-fu has failed me as well. The problem is that I am generating lightmap textures on polys that are irregular in shape. (Typically odd-shaped triangles.) This means that some or all of the edges are diagonals relative to the texture grid. This is causing artifacts on the poly edges. Normally, clamping the texture would fix this problem, but that's not going to work in this case. I'm sure I'm not the first person to face this. Could someone point me in the right direction on a fix for this?
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