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Re: Flame Painter Dev Thread
Posted: Mon Jan 10, 2011 9:11 am
by MrDeathNote
avansc wrote:MrDeathNote wrote:avansc wrote:
I'll just put the zip up.
Did you ever put this up, i'd definitely like to have a look at the source
I'll get on that, It's just very very messy atm. but i'll chuck something out there.
Good, good. Even if it's messy i'd just like to have a look.
Re: Flame Painter Dev Thread
Posted: Mon Jan 10, 2011 3:10 pm
by avansc
There is an xcode project file in that should work fine for you folks with xcode. For the rest, the code should be pretty portable, I took the time to do some conditional things, you'll just have to tell it at a minimum where to find glut/gl, you can add timing as well, but it will use a default of 0.01s as is, and will look okay.
press C to clear the screen, C to resume drawing, if you press any other key it will stop drawing but not clear the screen, press another key to start drawing again, sorry, i did not do the mouse click thing.
Also, this code is not pretty or even good, its been through some lets jam this in here and see what happens, so just keep that in mind.
http://s000.tinyupload.com/index.php?fi ... 94&gk=hyip
Re: Flame Painter Dev Thread
Posted: Mon Jan 10, 2011 3:55 pm
by dandymcgee
Re: Flame Painter Dev Thread
Posted: Mon Jan 10, 2011 4:15 pm
by avansc
dandymcgee wrote:
I don't get it..
Ugh, my bad, fixed.
Re: Flame Painter Dev Thread
Posted: Mon Jan 10, 2011 5:08 pm
by dandymcgee
avansc wrote:dandymcgee wrote:
I don't get it..
Ugh, my bad, fixed.
Heh, I figured it was a clipboard malfunction.
Re: Flame Painter Dev Thread
Posted: Wed Jan 12, 2011 6:34 am
by MrDeathNote
Awesome avansc cheers!
Re: Flame Painter Dev Thread
Posted: Tue Jan 18, 2011 2:39 pm
by xiphirx
I'm still struggling with this... Implementing avansc's code line for line produces extremely bad results for me...
Re: Flame Painter Dev Thread
Posted: Sun Feb 06, 2011 4:51 pm
by xiphirx
Who said this was dead?
ohai there OpenGL :3
Re: Flame Painter Dev Thread
Posted: Mon Feb 07, 2011 9:22 pm
by eatcomics
OOOOOH PRETTY!!!!! *reaches out to touch*
Re: Flame Painter Dev Thread
Posted: Mon Feb 07, 2011 10:29 pm
by xiphirx
I'm not very happy with the rendering *yet*. If the particles rotate around the cursor too fast, then you can tell that the whole thing is made of lines... which I want to avoid. would it be viable to see if, say, the current point is greater than 0.5 away from the previous point, if it is, for previous point to this point, render lines. The idea here is to fill in wherever theres a gap... unless theres a better way.
I'm using OpenGL + SDL now, so OGL solutions should work
Re: Flame Painter Dev Thread
Posted: Wed Feb 09, 2011 12:55 pm
by xiphirx
Trying new rendering things :D
Re: Flame Painter Dev Thread
Posted: Wed Feb 09, 2011 1:20 pm
by BugInTheSYS
Ooooooooooooooooh!
No it truly does look great and I was actually looking at it for quite a while :D
Are you happy with the rendering now?
Re: Flame Painter Dev Thread
Posted: Wed Feb 09, 2011 2:41 pm
by Ginto8
xiphirx wrote:Trying new rendering things :D
[img]
ooh purdy colors
Re: Flame Painter Dev Thread
Posted: Wed Feb 09, 2011 3:08 pm
by adikid89
Is it magic? Sure looks like it
Re: Flame Painter Dev Thread
Posted: Wed Feb 09, 2011 4:19 pm
by dandymcgee
The cyan is still my favourite yet.