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About Dybbuk

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  1. Quote:Original post by Galapaegos Hi Dybbuk, I think you are looking for something like this: here -brad Hi, That certainly looks interesting, i'll try it out monday, and i will let you guys know if it works.
  2. I already dynamicly search for wndow handels, in order to capture the screens. So that's not a problem. And I guess it shouln't be hard to send messages, but i just can't get it to work.
  3. Thanks for your reply, I can't test it until monday afternoon, because i am not at home ATM. So can anybody confirm whether it will work or not, or possibly point me in another direction, because i'm browsing the net for clues, but can't find anything helpful, altough i don't think i am the first to attempt this.
  4. Does somebody know if i can just change the hWnd is the msg structure before calling DispatchMessage? I ca't check it out right now, because i am in an internet cafe, but it seems like it would do exactly what i want, if this is allowed.
  5. Dybbuk

    glBindTexture Problem!!!

    Are you perhaps loading your textures before you create your openGL context. You have to create the opengl context first, otherwise textures won't show up. (Textures are bound to the current, so if you didn't call WGLmakecurrent (or somthing like that) OpenGL doesn't know to wich context the textures belong.
  6. I guess it should be possible using SendMessage(), but i have don't know how to use it.
  7. Hi all, I am creating an Windows XP shell as a hobby project. The plan is to grab all the windows, and use them as textures is a full 3d enviroment. So far i am able to grab all the windows and use them as textures in my virtual desktop. Now i was wondering if i could send keystrokes to the the applications. Thus, i started notepad, i grab the notepad-window, then i display is as a texture, and then i want to send the keystokes (and mouseclicks) entered in the openGL app to notepad. Is it possible, and how do i do that? PS: I use windows XP Win32 programming OpenGL C++
  8. Could you post a screenshot showing the 'stripes'? I'm unsure what you mean by stripes. It could be aliasing. But a screenshot would make it easier to solve your problem.
  9. Dybbuk

    YUV in Opengl 2.0

    You could pass your image as if it was a RGB image. And then render the image to a texture or pbuffer using a shader wich performs the YUV 2 RGB color space conversion. Or you could use the old-fashioned way mentioned here: http://listes.sat.qc.ca/pipermail/video/2003-July/000049.html
  10. Dybbuk

    Adaptive Binary Trees(ABT)

    Mirko Teran aka DarkWIng used ABT's in his demo for the NeHe create contest. In his entry he also included his source code. So if you need an example: check out the nehe contest page, or go directly to his home page: http://fly.to/teran
  11. To learn some basic about 3D programming i suggest you work your way trough some basic tutorials like the ones you find on NeHe's website (nehe.gamedev.net) Once you know those basics it will be easy to create a 3d view for your game. Good luck
  12. You could use a vertex array or something, and use a vertex shader to deform your mesh. That should speed thing up.
  13. Dybbuk

    creating a tunnel

    There are a couple of options, First: (easiest option) You could use a sine function to draw a circle, and use the distances from the scan as offsets. This shlould be easy to do, but may give an irregular surface (depeding on the resolution of the scan), or a huge poligon count. Therefore you should do some postprocessing on your tunnel. You could mesh-optimising techniques to lower poligon count, and use some mesh smoothing to make it look nicer. U could use a bezier curve. But it will be hard to get the tunnel look exactly like the scan, because a bezier curve moves to, and does not cross your control points. The upside of patches is that they look nice, and you can perform higher tesselation on better hardware. Overall i shouldn't use patches. The last option is make a cylinder like in option 1, and do the offsetting in a vertex shader. The upside is that processing is much faster, but because you have static data, you can pre-calculate everthing. You can build the mesh, and post-process it, and store it in a VBO or display list. Therefore this performance gain would be quite useless, unless you are planning on some runtime morphing. Conclusion: Use the first option. Good luck!
  14. Dybbuk

    Automated art generation?

    Look for .kkrieger on : http://www.theprodukkt.com/ It's a game crammed in 96kb. What you ask for is already made.
  15. Dybbuk

    limits on fragment programs

    Correct me if i'm wrong, but i think it's a hardware problem. SM 3 supports true loops but SM 1 & 2 compilers unfold all iterations at compiletime, limiting your loop length.
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