Search found 387 matches
- Thu Mar 25, 2010 2:10 pm
- Forum: Programming Discussion
- Topic: [SOLVED][SDL] Rotating a specific area of a surface
- Replies: 22
- Views: 1824
Re: [SDL] Rotating a specific area of a surface
What I'm trying to do is get you to really think the problem though. I'm not a huge fan of simply posting a function and saying "Here ya go....this works". That plug and play approach doesn't get anyone learning anything....."but whatever". I think if you'll look at some of the d...
- Thu Mar 25, 2010 1:51 pm
- Forum: Programming Discussion
- Topic: [SOLVED][SDL] Rotating a specific area of a surface
- Replies: 22
- Views: 1824
Re: [SDL] Rotating a specific area of a surface
The first step is to not take offense. I'm simply telling you how that function probably will not work. That is all....no more, no less. If you're going to solve your problem you need to take a constructive attitude towards it and perhaps see it from a different perspective. What we're SAYING is tha...
- Thu Mar 25, 2010 1:01 pm
- Forum: Programming Discussion
- Topic: [SOLVED][SDL] Rotating a specific area of a surface
- Replies: 22
- Views: 1824
Re: [SDL] Rotating a specific area of a surface
Mkay, then you've got a few design considerations to take into.....consideration... :\ If you want to add the rotated tile BACK into the original sprite sheet, you're looking at reallocating the space for it and offsetting every subsequent tile in the new sheet. The other option is to just put it ba...
- Thu Mar 25, 2010 12:10 pm
- Forum: Programming Discussion
- Topic: [SOLVED][SDL] Rotating a specific area of a surface
- Replies: 22
- Views: 1824
Re: [SDL] Rotating a specific area of a surface
I think your clarification of what you're looking for just made me more confused :] This may look fine for a 90 degree rotation, but if you rotate a tile 13.3 degrees, then it's going to look like hell (void space and overlap) This should be a trivial problem if we just know EXACTLY what you're look...
- Wed Mar 24, 2010 9:19 pm
- Forum: Programming Discussion
- Topic: [SOLVED][SDL] Rotating a specific area of a surface
- Replies: 22
- Views: 1824
Re: [SDL] Rotating a specific area of a surface
Having a hard time understanding what EXACTLY you're looking for here. I have an idea, but if you rotate tiles and then stamp them back down you're gonna have some really nasty holes there.
Either way, that function at a glance looks to be extraordinarily inefficient.
Either way, that function at a glance looks to be extraordinarily inefficient.
- Wed Mar 24, 2010 2:30 pm
- Forum: Programming Discussion
- Topic: Inserting a space in function calls/definitions
- Replies: 20
- Views: 1373
Re: Inserting a space in function calls/definitions
#include <stdio.h> int main(void) { for(int /* declaring integer var */ a /* naming said var "a" */ = 0 /* setting "a" to = 0 */ ; /* use var "a" as LVALUE */ a /* if LVALUE */ < /* is less than */ 10 /* the integer value 10 */ ; a++ /* add 1 to var "a" */) {...
- Mon Mar 22, 2010 5:53 pm
- Forum: Programming Discussion
- Topic: C++ Pointer/HEAP Question
- Replies: 16
- Views: 1515
Re: C++ Pointer/HEAP Question
Most implementations (including STL implementations...which are very fast) of heap allocated memory must search the heap for available memory when allocating and reduce fragmentation (at best) when de-allocating memory. I am very sure that this is managed by the OS. Unfortunately this is not the ca...
- Mon Mar 22, 2010 12:36 pm
- Forum: Programming Discussion
- Topic: C++ Pointer/HEAP Question
- Replies: 16
- Views: 1515
Re: C++ Pointer/HEAP Question
If we're gonna expound on this one, then I'd say that for sure....the answer is not always quite as simple. What heap allocation tells a programmer MORE is the expected persistence of the object. So, if I see heap allocations, I tend to believe that object persists beyond the scope of its allocation...
- Sat Mar 13, 2010 9:28 am
- Forum: Programming Discussion
- Topic: Set OpenGL color key??
- Replies: 15
- Views: 3856
Re: Set OpenGL color key??
Unfortunately OpenGL does not natively support color keying. What you would be forced to do is reallocate space for the extra byte (alpha...assuming your texture is 3 bytes per pixel). Loop through the pixels and if the incoming pixel color matches the key, you can pack 0 into the alpha channel, 255...
- Fri Mar 12, 2010 1:02 am
- Forum: Programming Discussion
- Topic: [SOLVED] Help! Reading in binary file C++
- Replies: 4
- Views: 621
Re: Help! Reading in binary file C++
Usually with those kinds of formats, the preliminary information you've got there will be packed in a header. The C-style file i/o "fread" will automatically set the file pointer to += however many bytes you just read. Generally, everything after the magic sum can be packed into a file hea...
- Sun Feb 28, 2010 5:48 pm
- Forum: Programming Discussion
- Topic: Points/Vectors/Rectangles
- Replies: 18
- Views: 1287
Re: Points/Vectors/Rectangles
In theoretical mathematics this is the case. However, analytic geometry is definitely a discrete form of math for which there are most certainly definitions, in which case the definition of the vector becomes that which was described at length in the post. In terms of computer graphics which works w...
- Sun Feb 28, 2010 5:08 pm
- Forum: Programming Discussion
- Topic: Points/Vectors/Rectangles
- Replies: 18
- Views: 1287
Re: Points/Vectors/Rectangles
...that is correct, but the key here is "in VECTOR space". There are multiple definitions of a vector. This particular definition demands that the definition be in a "vector space" which is "defined by vectors". That is that the elements can be scaled added and multipli...
- Sun Feb 28, 2010 4:33 pm
- Forum: Programming Discussion
- Topic: Points/Vectors/Rectangles
- Replies: 18
- Views: 1287
Re: Points/Vectors/Rectangles
Lord no. The differences between points and vectors are HUGE. As I've said, they're represented the same way. However the operations performed between then *ARE NOT* the same. It's important to abstract them because of what they mean, especially in terms of graphics. Again, Points have location. No ...
- Sat Feb 27, 2010 2:40 pm
- Forum: Programming Discussion
- Topic: [SOLVED]2D array assignment(C++)
- Replies: 8
- Views: 537
Re: 2D array assignment(C++)
You probably would not want to calloc. You'd want to memset in this case.
- Tue Feb 23, 2010 8:57 pm
- Forum: Programming Discussion
- Topic: C# Question: XNA or SDL.NET?
- Replies: 13
- Views: 2475
Re: C# Question: XNA or SDL.NET?
@Gyro I know that you're really interested in taking a fine grained level of control. The shader pipeline of XNA would be the perfect match for you, then. Quite literally writing a shader reconfigures the graphics hardware (to some extent) which is actually an extremely simple architecture. Some peo...