> From: "Thomas Hogarth" <[email protected]> > Really like the dust clouds kicking up as you approach the ground. Glow > effect is great too. > > I'm running windows 7 on a Mac Book via Parallels. > Thanks, I spent a long time on the particles and glow. And maybe I won't have to port to OS X after all :) The glow might be a bit expensive. I knew glow artifacts would really be exaggerated by all the black in the backgrounds, so I had to make it very clean and get rid of all the flicker.
> From: Eric Wing <[email protected]> > Congrats Terry! > (Did you make the game harder?) > Yes, you were to good at it. Grrr. > From: Jan Ciger <[email protected]> > > Thanks for the insight. Press Alt-Enter to switch to windowed mode. > > > That isn't really obvious to find, neither the switch to windowed mode - > shouldn't that be in the options somewhere? > Yes. Nothing about the game is actually finished, so I'm sure I'll get to that eventually. > Regarding the SDL problem - I think the only reliable way to get around > this is to *not* use the buggy full screen functionality in SDL. > Unfortunately SDL uses xrandr to determine the screen size and that > doesn't report that the screen is actually two monitors, but that there > is one screen 3840x1200 in size (in my case). I think that has to do > with the Nvidia's Twinview - Xinerama interaction. > > A better solution is to request an undecorated window with the size of > the screen (and let user pick the resolution in the settings!) instead > and set it to be on top. That pretty much does the same thing as full > screen setting. > Ryan and Sam of SDL appear to be aware of the xrandr issues (and understand them a lot better than me), so I'm hoping this gets fixed properly with SDL 2.0. I'll keep your solution in mind if things don't improve. Graphics cards have had a lot of fill for a while now, so I am hoping to completely avoid in-game resolution choosing. Retrobooster has a fullscreen glow pass, which worried me about this at first. However, it runs plenty fast on Intel 2500 and 4000 at 1920x1200, so fill will probably only be an issue at 2560x1600 or on multi-monitor setups. > Mouse can be always grabbed, that is not a problem. Even though it is > quite evil in windowed mode - make sure that there is a key or something > to ungrab if you need to pause the game and switch to another window > temporarily. That is another common usability issue in Linux game ports. > Pressing Esc to pause, also releases the mouse. This seems to work well enough, and I haven't heard any user complaints so far. Hopefully, it will stay that way. - Terry _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

