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Type: Posts; User: macklin01
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January 31st, 2007, 01:09 PM
If C++ is alright for you (instead of C), you might also consider using my open source EasyBMP C++ bitmap library. Reading, modifying, and writing pixels is very easy with it, at 1, 4, 8, 16, 24, or...
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January 17th, 2007, 07:56 PM
Hmm, that's a toughy. I suppose in part that after the buffers have been swapped, the display routine uses whatever polygons, etc., exist in the scene to draw the next frame. i.e., I think this is...
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January 14th, 2007, 04:26 PM
I have done some work in creating interfaces between my EasyBMP BMP library and OpenGL. The write-up on this page is a bit outdated, so instead, please see the sample application that's included with...
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December 12th, 2006, 05:07 PM
Have you considered digging through the source of any application that supports saving to PDF?
Also, I did a quick search on sourceforge and found libharu free PDF library. The examples look...
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November 27th, 2006, 03:15 AM
Sorry!
Their site is definitely a little confusing. Here's the scoop:
1) A complete MinGW (not runtime) package:
http://prdownloads.sf.net/mingw/MinGW-5.0.2.exe?download
I've been using...
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November 20th, 2006, 05:57 AM
I've always been quite happy with MinGW (a windows native port of g++). It seems to be quite standards-compliant.
I develop code in MinGW in Windows, and generally have zero problems recompiling...
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November 13th, 2006, 09:36 AM
Is it graphical data? If so, how is it stored? 8 bits red, 8 bits green, 8 bits blue ... ?
Since it's unformatted, it's necessary to know the format in some other way before converting it...
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November 5th, 2006, 09:44 PM
In my opinion, collision detection has nothing to do with OpenGL.
You don't need all this fancy stuff to test for collision. Collision is a property of the locations of the objects, not the view,...
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November 4th, 2006, 01:05 AM
I think I understand what you're saying ...
If two objects intersect, then their projections also intersect. So, project in two directions and do a simpler 1D intersection test.
...
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November 3rd, 2006, 07:48 PM
Hey, not a problem.
I can't guarantee that it's 100% correct, but hopefully it'll point you in the right direction. ;) OpenGL is a lot of fun, and I hope you keep working with it. (I'm actually...
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November 3rd, 2006, 06:32 PM
What type of binary file? Do you mean a different image format? (different from the BMP bitmap format) I may not be able to help you, but if you better describe the nature of your problem, you'll...
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November 3rd, 2006, 06:22 PM
You need to define normal vectors for each vertex; that's probably the cause of the strange rendering. Another thing that may be contributing is whether or not each face is being traced out in a...
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November 3rd, 2006, 06:08 AM
Hmm, I was thinking about it more.
It would probably be best to only use Bresenham for the four lines that form the boundary of the "thick" line. The interior should be filled with a fast fill...
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November 3rd, 2006, 02:26 AM
Only one quibble about that method: it's basically normalizing the color (r,g,b) with an l2 norm. (i.e., a standard Euclidean norm.) It turns out that human vision is most sensitive to green light,...
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November 3rd, 2006, 02:10 AM
The first thing to do is probably to put each object in a bounding circle, centered at the "center of mass". It's far easier to do collision testing between circles, and it scales better than doing...
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November 3rd, 2006, 02:05 AM
One thing you might consider doing, assuming the endpoints are (x1,y1) and (x2,y2), and thickness 2*r:
1) Use the line direction to get the perpendicular direction. Call it Vperp = (vx,vy). Assume...
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June 30th, 2006, 11:46 AM
Good luck in your studies! It's a long road to the Ph.D., but well worthwhile. :) Thanks for the Spanish translation, btw. I don't see phrases quite like those on Univsion y Telemunde here in...
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June 27th, 2006, 09:41 AM
Hmmm, that's strange. You don't have anything unusual going on, like extra-large frames or anything like that, do you?
I actually don't ever compress on my own (aside through using VirtualDub), so...
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June 23rd, 2006, 08:45 AM
Ah, thanks for the follow-up! :)
I always appreciate seeing code to learn from, since I tend not to program in win32. (More of a cross-platform guy myself.) Thanks :) -- Paul
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June 23rd, 2006, 08:43 AM
@anantwakode:
I can certainly see the appeal of drawing a level in mspaint, as opposed to manually hacking one out in a text editor. (But it's a good point.)
@TomWidmer:
The win32 ideas are very...
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June 21st, 2006, 03:50 PM
This won't be C++-based, but I'd just use VirtualDub. (http://www.virtualdub.org.) It's an open-source program for editing AVI files, and in particular, you can add a watermark or logo (such as some...
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June 21st, 2006, 12:55 PM
Hi, I'm Paul Macklin, and I'm the developer for EasyBMP. I thought I might drop in and see if I can help.
I like your idea. At the moment, EasyBMP up-converts all images to 32-bits internally, so...
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