Re: [Ohrrpgce] [Bug 954] New: Mouse placement (io_setmouse) not working properly in gfx_directx

2012-03-04 Thread Jay Tennant
From: bugzilla-dae...@ravenwest.dreamhost.com Sent: Sunday, March 04, 2012 9:13 AM http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=954 Bug #: 954 Summary: Mouse placement (io_setmouse) not working properly in gfx_directx

Re: [Ohrrpgce] SVN: teeemcee/5077 Set the visibility of map layers based on whether they're set to visible

2012-03-02 Thread Jay Tennant
From: James Paige b...@hamsterrepublic.com Sent: Friday, March 02, 2012 11:32 AM On Sat, Mar 03, 2012 at 06:13:16AM +1300, Ralph Versteegen wrote: On 29 February 2012 12:54, James Paige b...@hamsterrepublic.com wrote: On Wed, Feb 29, 2012 at 12:25:44PM +1300, Ralph Versteegen wrote:

Re: [Ohrrpgce] SVN: teeemcee/5082 Make most slices.bi functions extern C, remove SliceSetScreenX/Y (scre

2012-03-01 Thread Jay Tennant
From: subvers...@hamsterrepublic.com Sent: Thursday, March 01, 2012 8:32 AM teeemcee 2012-03-01 06:31:47 -0800 (Thu, 01 Mar 2012) 123 Make most slices.bi functions extern C, remove SliceSetScreenX/Y (screen pos can't be modified directly), add to slices.h Wait, they can't be modified?

[Ohrrpgce] Gui slices, required state

2012-03-01 Thread Jay Tennant
The GUI system is evolving to be much more related and affected by slices. There was discussion on SelectableSlice's, but I'd like to discuss what kind of slices are necessary for the GUI system. The most basic GUI slice (ie. client area) requires a few states: -isFocused -isEnabled -isClipping

Re: [Ohrrpgce] Gui slices, required state

2012-03-01 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Thursday, March 01, 2012 10:27 PM On 2 March 2012 07:01, Jay Tennant hierand...@crazyleafgames.com wrote: The GUI system is evolving to be much more related and affected by slices. There was discussion on SelectableSlice's, but I'd like

Re: [Ohrrpgce] SVN: jay/5076 gui*: generalizing. Not factory factory factory...

2012-02-28 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Tuesday, February 28, 2012 3:32 AM On 28 February 2012 08:59, Jay Tennant hierand...@crazyleafgames.com wrote: From: James Paige b...@hamsterrepublic.com Sent: Monday, February 27, 2012 10:07 AM On Tue, Feb 28, 2012 at 12:43:33AM +1300

Re: [Ohrrpgce] SVN: james/5080 Fix broken slice mutators. slices.bas compiles again now

2012-02-28 Thread Jay Tennant
From: James Paige b...@hamsterrepublic.com Sent: Tuesday, February 28, 2012 11:13 AM On Tue, Feb 28, 2012 at 09:04:21AM -0800, subvers...@hamsterrepublic.com wrote: james 2012-02-28 09:04:21 -0800 (Tue, 28 Feb 2012) 57 Fix broken slice mutators. slices.bas compiles again now ---

Re: [Ohrrpgce] SVN: jay/5076 gui*: generalizing. Not factory factory factory...

2012-02-27 Thread Jay Tennant
From: James Paige b...@hamsterrepublic.com Sent: Monday, February 27, 2012 10:07 AM On Tue, Feb 28, 2012 at 12:43:33AM +1300, Ralph Versteegen wrote: On 27 February 2012 10:14, Jay Tennant hierand...@crazyleafgames.com wrote: From: James Paige b...@hamsterrepublic.com Sent: Sunday

Re: [Ohrrpgce] SVN: jay/5076 gui*: generalizing. Not factory factory factory...

2012-02-26 Thread Jay Tennant
From: subvers...@hamsterrepublic.com Sent: Sunday, February 26, 2012 9:20 AM jay 2012-02-26 07:20:03 -0800 (Sun, 26 Feb 2012) 331 gui*: generalizing. Not factory factory factory... Restructuring the system to follow Window's design a little more closely, namely using a registration

Re: [Ohrrpgce] SVN: jay/5073 gui*: cleaning up GuiManager and the GUI_MESSAGES

2012-02-24 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Thursday, February 23, 2012 9:09 PM On 24 February 2012 07:24, subvers...@hamsterrepublic.com wrote: jay 2012-02-23 10:24:36 -0800 (Thu, 23 Feb 2012) 49 gui*: cleaning up GuiManager and the GUI_MESSAGES --- U wip/gui.cpp U

Re: [Ohrrpgce] a general-purpose tool-building factory factory factory

2012-02-22 Thread Jay Tennant
That was great! Thanks for sharing. :) From: James Paige b...@hamsterrepublic.com Sent: Wednesday, February 22, 2012 3:32 PM This article is about java, but it made me laugh, and reminded me of the Editor Editor plans :) http://discuss.joelonsoftware.com/default.asp?joel.3.219431 ---

Re: [Ohrrpgce] Slice based menus

2012-02-21 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Tuesday, February 21, 2012 12:47 AM On 21 February 2012 06:46, Jay Tennant hierand...@crazyleafgames.com wrote: From: James Paige b...@hamsterrepublic.com Sent: Monday, February 20, 2012 10:00 AM I have been reading this whole thread

Re: [Ohrrpgce] Slice based menus

2012-02-21 Thread Jay Tennant
From: Jay Tennant hierand...@crazyleafgames.com Sent: Tuesday, February 21, 2012 6:45 AM From: Ralph Versteegen teeem...@gmail.com Sent: Tuesday, February 21, 2012 12:47 AM On 21 February 2012 06:46, Jay Tennant hierand...@crazyleafgames.com wrote: This is a non-OS specific

Re: [Ohrrpgce] Slice based menus

2012-02-19 Thread Jay Tennant
PM On 17 February 2012 06:24, Jay Tennant hierand...@crazyleafgames.com wrote: From: Ralph Versteegen teeem...@gmail.com Sent: Thursday, February 16, 2012 5:53 AM (Opps, I accidentally didn't send the last message to the mailing list) Oh well. Either way is fine for me, though I'm

Re: [Ohrrpgce] Slice based menus

2012-02-13 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Saturday, February 11, 2012 10:07 PM On 12 February 2012 06:32, Jay Tennant hierand...@crazyleafgames.com wrote: From: Ralph Versteegen teeem...@gmail.com Sent: Thursday, February 09, 2012 8:58 AM I've been struggling to decide how slice

Re: [Ohrrpgce] Slice based menus

2012-02-13 Thread Jay Tennant
From: James Paige b...@hamsterrepublic.com Sent: Monday, February 13, 2012 9:48 AM One more afterthough on this-- although the SelectableSlice seems like a really obvious and simple feature (to me) for the implementation of customizable special screens, I have no clear idea in my head

Re: [Ohrrpgce] Slice based menus

2012-02-11 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Thursday, February 09, 2012 8:58 AM I've been struggling to decide how slice based menus should work, so I need some input. I've been thinking about it for years, but could never decide where to start (writing this helped a lot though).

Re: [Ohrrpgce] SVN: teeemcee/5007 scons: support for building gfx_directx.dll (and also gfx_directx_test1.

2012-02-01 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Wednesday, February 01, 2012 1:45 AM On 1 February 2012 16:45, Jay Tennant hierand...@crazyleafgames.com wrote: Separately, since shaders aren't being used, we could potentially use the December 2006 SDK, which would remove optional

Re: [Ohrrpgce] SVN: teeemcee/5007 scons: support for building gfx_directx.dll (and also gfx_directx_test1.

2012-01-31 Thread Jay Tennant
From: James Paige b...@hamsterrepublic.com Sent: Tuesday, January 31, 2012 11:37 AM On Tue, Jan 31, 2012 at 9:00 AM, subvers...@hamsterrepublic.com wrote: teeemcee 2012-01-31 09:00:48 -0800 (Tue, 31 Jan 2012) 195 scons: support for building gfx_directx.dll (and also

[Ohrrpgce] gui controls

2011-11-04 Thread Jay Tennant
Just a question. Assuming custom/game happened to get a GUI facelift that was OS and resolution independent, what kind of controls would be used? Some that come to mind are check boxes, buttons, edit boxes, static text, sliders. What kind of controls would you want to use, and where?

Re: [Ohrrpgce] gui controls

2011-11-04 Thread Jay Tennant
From: James Paige b...@hamsterrepublic.com Sent: Friday, November 04, 2011 11:58 AM On Fri, Nov 04, 2011 at 11:44:41AM -0500, Jay Tennant wrote: Just a question. Assuming custom/game happened to get a GUI facelift that was OS and resolution independent, what kind of controls would

Re: [Ohrrpgce] SVN: teeemcee/4544 Transformed Quads test menu is now working again. Unfortunately this und

2011-07-07 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Thursday, July 07, 2011 12:43 AM On 7 July 2011 15:16, Jay Tennant hierand...@crazyleafgames.com wrote: From: Ralph Versteegen teeem...@gmail.com Sent: Wednesday, July 06, 2011 5:51 PM On 7 July 2011 10:43, subvers

Re: [Ohrrpgce] SVN: jay/4550 Adding handle to Surface and Palette structs, adjusting the backends a

2011-07-07 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Thursday, July 07, 2011 12:58 AM On 7 July 2011 17:07, Jay Tennant hierand...@crazyleafgames.com wrote: From: subvers...@hamsterrepublic.com Sent: Thursday, July 07, 2011 12:02 AM jay 2011-07-06 22:01:49 -0700 (Wed, 06 Jul 2011) 121

Re: [Ohrrpgce] [Bug 919] Windows nightly build broken by libstdc++.a dependency

2011-07-07 Thread Jay Tennant
From: bugzilla-dae...@ravenwest.dreamhost.com Sent: Thursday, July 07, 2011 3:34 PM http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=919 --- Comment #3 from Bob the Hamster b...@hamsterrepublic.com 2011-07-07 13:34:20 PDT --- I tried copying libstdc++.a into the ohr source

Re: [Ohrrpgce] SVN: jay/4535 Changed all uint's to uinteger's, compiler was throwing a fit.

2011-07-06 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Wednesday, July 06, 2011 9:29 AM On 6 July 2011 06:23, subvers...@hamsterrepublic.com wrote: jay 2011-07-05 11:23:38 -0700 (Tue, 05 Jul 2011) 62 Changed all uint's to uinteger's, compiler was throwing a fit. --- U wip/allmodex.bas

Re: [Ohrrpgce] SVN: jay/4536 Fixed windows build with raster=1. This needs adjustment (and I don't un

2011-07-06 Thread Jay Tennant
From: subvers...@hamsterrepublic.com Sent: Wednesday, July 06, 2011 11:04 AM jay 2011-07-06 09:04:17 -0700 (Wed, 06 Jul 2011) 302 Fixed windows build with raster=1. This needs adjustment (and I don't understand python enough to do it myself) to only link to libgcc_s.a and libstdc++.a

Re: [Ohrrpgce] SVN: jay/4541 Further refinements on transformed quads rendering in secret menu.

2011-07-06 Thread Jay Tennant
From: subvers...@hamsterrepublic.com Sent: Wednesday, July 06, 2011 2:52 PM jay 2011-07-06 12:52:30 -0700 (Wed, 06 Jul 2011) 66 Further refinements on transformed quads rendering in secret menu. --- U wip/custom.bas Slowly getting the hang of fb. :P It's working, just you can't see

Re: [Ohrrpgce] SVN: jay/4541 Further refinements on transformed quads rendering in secret menu.

2011-07-06 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Wednesday, July 06, 2011 5:35 PM Opps, duplication of effort. First you duplicated some work I did and never checked in (because that API kept moving!), and then somehow I managed to update from svn sometime between this revision and the last

Re: [Ohrrpgce] SVN: teeemcee/4548 Fix gfx_paletteDestroy, which was double freeing the palette

2011-07-06 Thread Jay Tennant
From: subvers...@hamsterrepublic.com Sent: Wednesday, July 06, 2011 8:37 PM teeemcee 2011-07-06 18:37:15 -0700 (Wed, 06 Jul 2011) 147 Fix gfx_paletteDestroy, which was double freeing the palette ...I think I've finally figured out what it is about STL containers that I don't like ---

Re: [Ohrrpgce] SVN: teeemcee/4544 Transformed Quads test menu is now working again. Unfortunately this und

2011-07-06 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Wednesday, July 06, 2011 5:51 PM On 7 July 2011 10:43, subvers...@hamsterrepublic.com wrote: teeemcee 2011-07-06 15:43:51 -0700 (Wed, 06 Jul 2011) 123 Transformed Quads test menu is now working again. Unfortunately this undoes r4541

Re: [Ohrrpgce] SVN: jay/4549 Make the quad/sprite of transformed quads use the color key 0.

2011-07-06 Thread Jay Tennant
From: subvers...@hamsterrepublic.com Sent: Wednesday, July 06, 2011 10:29 PM jay 2011-07-06 20:29:00 -0700 (Wed, 06 Jul 2011) 62 Make the quad/sprite of transformed quads use the color key 0. Woohooo!! :D :D This is so exciting! I just jumped around my room in exaltation because

Re: [Ohrrpgce] SVN: jay/4550 Adding handle to Surface and Palette structs, adjusting the backends a

2011-07-06 Thread Jay Tennant
From: subvers...@hamsterrepublic.com Sent: Thursday, July 07, 2011 12:02 AM jay 2011-07-06 22:01:49 -0700 (Wed, 06 Jul 2011) 121 Adding handle to Surface and Palette structs, adjusting the backends appropriately. gfx_sdl did not need to be changed. The purpose of the handle is for

Re: [Ohrrpgce] SVN: jay/4524 gfx_directx: Added gfx_showpage32( uint32 page, int w, int h ).

2011-07-03 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Sunday, July 03, 2011 10:00 AM On 4 July 2011 02:14, subvers...@hamsterrepublic.com wrote: jay 2011-07-03 07:14:53 -0700 (Sun, 03 Jul 2011) 63 gfx_directx: Added gfx_showpage32( uint32 page, int w, int h ). I actually decided to just

Re: [Ohrrpgce] SVN: jay/4528 Added fb function pointers to the new render interfaces. Added fb declar

2011-07-03 Thread Jay Tennant
From: subvers...@hamsterrepublic.com Sent: Sunday, July 03, 2011 10:07 PM jay 2011-07-03 20:07:11 -0700 (Sun, 03 Jul 2011) 128 Added fb function pointers to the new render interfaces. Added fb declarations for the software implementation of the functions. --- A

Re: [Ohrrpgce] SVN: jay/4512 Fixed the one line that sometimes doesn't rasterize in the middle of the

2011-07-02 Thread Jay Tennant
From: James Paige b...@hamsterrepublic.com Sent: Saturday, July 02, 2011 1:26 AM On Fri, Jul 01, 2011 at 10:53:26PM -0700, Jay Tennant wrote: From: Jay Tennant hierand...@crazyleafgames.com Sent: Friday, July 01, 2011 8:26 AM Yes, I'm actually rewriting a lot of the code to make

Re: [Ohrrpgce] SVN: jay/4523 Updated the software rasterizer to the latest interface revision. Render

2011-07-02 Thread Jay Tennant
From: subvers...@hamsterrepublic.com Sent: Sunday, July 03, 2011 12:21 AM jay 2011-07-02 22:21:17 -0700 (Sat, 02 Jul 2011) 285 Updated the software rasterizer to the latest interface revision. Render targets are now expected to be 32bit. Any calls to frame_draw_transformed() will now

Re: [Ohrrpgce] SVN: jay/4512 Fixed the one line that sometimes doesn't rasterize in the middle of the

2011-07-01 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Friday, July 01, 2011 2:12 AM On 1 July 2011 17:19, Jay Tennant hierand...@crazyleafgames.com wrote: From: James Paige b...@hamsterrepublic.com Sent: Thursday, June 30, 2011 2:41 PM To: ohrrpgce@lists.motherhamster.org Subject: Re

Re: [Ohrrpgce] SVN: jay/4512 Fixed the one line that sometimes doesn't rasterize in the middle of the

2011-07-01 Thread Jay Tennant
From: Jay Tennant hierand...@crazyleafgames.com Sent: Friday, July 01, 2011 8:26 AM Yes, I'm actually rewriting a lot of the code to make it more readable and usable (I had duplicated some structs, and now that gfx_newRenderPlan is changed, the TriRasterizer and QuadRasterizer

Re: [Ohrrpgce] SVN: jay/4512 Fixed the one line that sometimes doesn't rasterize in the middle of the

2011-06-30 Thread Jay Tennant
From: James Paige b...@hamsterrepublic.com Sent: Thursday, June 30, 2011 2:41 PM To: ohrrpgce@lists.motherhamster.org Subject: Re: [Ohrrpgce] SVN: jay/4512 Fixed the one line that sometimes doesn't rasterize in the middle of the On Thu, Jun 30, 2011 at 11:07:38AM -0700,

Re: [Ohrrpgce] how to use autotest mode

2011-06-22 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Wednesday, June 22, 2011 10:10 PM On 23 June 2011 09:39, James Paige b...@hamsterrepublic.com wrote: Here is how to use autotest mode. First you need an rpg file that runs deterministically, and with no user interaction. That means: Neat!

Re: [Ohrrpgce] SVN: jay/4454 Fixed the overlapping triangles graphical bug in the quad renderer.

2011-06-18 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Friday, June 17, 2011 10:20 PM On 15 June 2011 22:46, subvers...@hamsterrepublic.com wrote: jay 2011-06-15 03:46:40 -0700 (Wed, 15 Jun 2011) 67 Fixed the overlapping triangles graphical bug in the quad renderer. --- U

Re: [Ohrrpgce] OpenGL 1.0/1.1

2011-06-18 Thread Jay Tennant
From: Seth Hetu seth.h...@gmail.com Sent: Saturday, June 18, 2011 7:57 AM I want to be sure that the OHR continues to work on ALL graphics cards, not just nVidia+ATI. Forgive me if this is naive, but can't most generic video cards just use Mesa to have OpenGL compatibility? You're

Re: [Ohrrpgce] OpenGL 1.0/1.1

2011-06-18 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Saturday, June 18, 2011 8:10 PM On 19 June 2011 07:39, James Paige b...@hamsterrepublic.com wrote: On Sat, Jun 18, 2011 at 12:37:16PM -0700, James Paige wrote: On Sat, Jun 18, 2011 at 08:56:43AM -0400, Seth Hetu wrote: I want to be sure

[Ohrrpgce] OpenGL 1.0/1.1

2011-06-16 Thread Jay Tennant
In preparing to start work on an SDL-openGL backend, it's occurred that OpenGL will work on most systems. Is there a certain target system that does not support the OpenGL 1.0/1.1 specification? I ask this because I'd rather just use OpenGL 1.0/1.1 instead of the software rasterizer. I'm sure the

Re: [Ohrrpgce] OpenGL 1.0/1.1

2011-06-16 Thread Jay Tennant
in the frontend, like the rendering calls. -Original Message- From: Jay Tennant hierand...@crazyleafgames.com Sender: ohrrpgce-bounces@lists.motherhamster.orgDate: Thu, 16 Jun 2011 16:15:33 To: ohrrpgce@lists.motherhamster.org Reply-To: ohrrpgce@lists.motherhamster.org, hierand

Re: [Ohrrpgce] OpenGL 1.0/1.1

2011-06-16 Thread Jay Tennant
From: James Paige b...@hamsterrepublic.com Sent: Thursday, June 16, 2011 6:53 PM On Thu, Jun 16, 2011 at 04:49:50PM -0700, James Paige wrote: On Thu, Jun 16, 2011 at 04:15:33PM -0700, Jay Tennant wrote: In preparing to start work on an SDL-openGL backend, it's occurred that OpenGL

Re: [Ohrrpgce] SVN: jay/4446 Removed visual studio-specific compilerequirements. I think it will wor

2011-06-15 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Wednesday, June 15, 2011 12:41 AM On Wed, Jun 15, 2011 at 8:53 AM, subvers...@hamsterrepublic.com wrote: jay 2011-06-14 18:53:56 -0700 (Tue, 14 Jun 2011) 163 Removed visual studio-specific compile requirements. I think it will work

Re: [Ohrrpgce] SVN: jay/4446 Removed visual studio-specific compilerequirements. I think it will wor

2011-06-15 Thread Jay Tennant
From: Jay Tennant hierand...@crazyleafgames.com Sent: Wednesday, June 15, 2011 3:51 AM From: Ralph Versteegen teeem...@gmail.com Sent: Wednesday, June 15, 2011 12:41 AM On Wed, Jun 15, 2011 at 8:53 AM, subvers...@hamsterrepublic.com wrote: jay 2011-06-14 18:53:56 -0700 (Tue, 14

Re: [Ohrrpgce] SVN: jay/4446 Removed visual studio-specific compilerequirements. I think it will wor

2011-06-15 Thread Jay Tennant
From: James Paige b...@hamsterrepublic.com Sent: Wednesday, June 15, 2011 10:18 AM On Wed, Jun 15, 2011 at 02:08:18AM -0700, Jay Tennant wrote: From: Jay Tennant hierand...@crazyleafgames.com Sent: Wednesday, June 15, 2011 3:51 AM From: Ralph Versteegen teeem...@gmail.com

Re: [Ohrrpgce] SVN: james/4458 Update the transformed quads test menu, adding the ability to test using

2011-06-15 Thread Jay Tennant
From: subvers...@hamsterrepublic.com Sent: Wednesday, June 15, 2011 12:30 PM james 2011-06-15 10:30:12 -0700 (Wed, 15 Jun 2011) 167 Update the transformed quads test menu, adding the ability to test using sprites from the current rpg file. Areas that should be transparent currently look

Re: [Ohrrpgce] SVN: james/4458 Update the transformed quads test menu, adding the ability to test using

2011-06-15 Thread Jay Tennant
From: James Paige b...@hamsterrepublic.com Sent: Wednesday, June 15, 2011 1:17 PM On Wed, Jun 15, 2011 at 10:46:25AM -0700, Jay Tennant wrote: From: subvers...@hamsterrepublic.com Sent: Wednesday, June 15, 2011 12:30 PM james 2011-06-15 10:30:12 -0700 (Wed, 15 Jun 2011) 167

Re: [Ohrrpgce] [Bug 913] New: Dwarf Error: mangled line number section. at linking stage when compiling on windows with raster=1

2011-06-15 Thread Jay Tennant
I've got to go now, but it looks like it's having a problem with templates, even the STL ones. From: bugzilla-dae...@ravenwest.dreamhost.com Sent: Wednesday, June 15, 2011 1:53 PM http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=913 Bug #: 913 Summary:

Re: [Ohrrpgce] SVN: jay/4444 Implemented rasterizer changes, updated gfx_* calls in gfx_newRenderPlan

2011-06-14 Thread Jay Tennant
From: subvers...@hamsterrepublic.com Sent: Tuesday, June 14, 2011 1:54 PM jay 2011-06-14 11:54:27 -0700 (Tue, 14 Jun 2011) 476 Implemented rasterizer changes, updated gfx_* calls in gfx_newRenderPlan.h. It's tested as working for surface creation, rendering, and rendering to, with

Re: [Ohrrpgce] Alpha Blending

2011-06-12 Thread Jay Tennant
From: Kizul Emeraldfire kizulemeraldf...@gmail.com Sent: Sunday, June 12, 2011 1:38 PM So, once all the bugs've been worked out - we WILL be able to use PlotScripting commands to tweak things (such as sprites, and/or layers and/or specific tiles on X layers), right? :D I, for one, am

Re: [Ohrrpgce] Alpha Blending

2011-06-12 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Sunday, June 12, 2011 4:53 AM On 12 June 2011 21:11, Ralph Versteegen teeem...@gmail.com wrote: On 12 June 2011 16:10, Jay Tennant hierand...@crazyleafgames.com wrote: I've some good news and some less good news, and some less desirable

Re: [Ohrrpgce] Pixel Shaders

2011-06-11 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Saturday, June 11, 2011 12:23 AM On 11 June 2011 02:40, Jay Tennant hierand...@crazyleafgames.com wrote: From: Simon Bradley neworigi...@gmail.com Sent: Friday, June 10, 2011 9:06 AM And at what point does it become easier to write your

Re: [Ohrrpgce] SVN: jay/4432 Added transparency as a floating point interpolation. I'm having trouble

2011-06-11 Thread Jay Tennant
From: subvers...@hamsterrepublic.com Sent: Saturday, June 11, 2011 9:53 PM To: ohrrpgce@lists.motherhamster.org Subject: [Ohrrpgce] SVN: jay/4432 Added transparency as a floating point interpolation. I'm having trouble jay 2011-06-11 19:52:48 -0700 (Sat, 11 Jun 2011) 306 Added

[Ohrrpgce] Alpha Blending

2011-06-11 Thread Jay Tennant
I've some good news and some less good news, and some less desirable news: Good news is that the rasterizer now supports alpha blending! So any 32bit surfaces can blend onto another 32bit surface. The less good news is that 8bit palette surfaces are not supported, except for the color-key

Re: [Ohrrpgce] Pixel Shaders

2011-06-10 Thread Jay Tennant
From: Simon Bradley neworigi...@gmail.com Sent: Friday, June 10, 2011 9:06 AM And at what point does it become easier to write your own engine than to use OHR? Well, perhaps when you want to add multiplayer support. :P On Fri, Jun 10, 2011 at 2:45 PM, D A dan155...@msn.com wrote:

Re: [Ohrrpgce] Pixel Shaders

2011-06-10 Thread Jay Tennant
From: Kizul Emeraldfire kizulemeraldf...@gmail.com Sent: Friday, June 10, 2011 12:38 PM Question: Why are we going for a bunch of fancy effects that are seemingly situational and often made up for by artistic technique than prioritizing what we really need: Alpha Transparency

[Ohrrpgce] Pixel Shaders

2011-06-09 Thread Jay Tennant
As most everyone is already familiar, a pixel shader is a piece of code that calculates a color of a pixel on a surface that is being drawn to. The pixel shaders on the rasterizer right now are simply pass-through shaders, doing no calculation besides possibly sampling a texture. There are many

Re: [Ohrrpgce] SVN: jay/4389 Fixed some graphical artifacts. There's one known left: a problem in the

2011-06-08 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Wednesday, June 08, 2011 1:41 AM On 8 June 2011 18:14, Jay Tennant hierand...@crazyleafgames.com wrote: From: Ralph Versteegen teeem...@gmail.com Sent: Tuesday, June 07, 2011 9:52 PM On 8 June 2011 14:50, Ralph Versteegen teeem

Re: [Ohrrpgce] SVN: jay/4389 Fixed some graphical artifacts. There's one known left: a problem in the

2011-06-06 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Monday, June 06, 2011 3:11 AM On 5 June 2011 04:51, Ralph Versteegen teeem...@gmail.com wrote: On 5 June 2011 04:22, Ralph Versteegen teeem...@gmail.com wrote: On 5 June 2011 04:08, Jay Tennant hierand...@crazyleafgames.com wrote: From

Re: [Ohrrpgce] Proposals: Vector and Matrix math, Per-vertex computations

2011-06-06 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Sunday, June 05, 2011 3:29 AM On 2 June 2011 06:18, Jay Tennant hierand...@crazyleafgames.com wrote: From: James Paige b...@hamsterrepublic.com Sent: Wednesday, June 01, 2011 11:34 AM On Wed, Jun 01, 2011 at 09:26:10AM -0700, Jay Tennant

Re: [Ohrrpgce] SVN: jay/4389 Fixed some graphical artifacts. There's one known left: a problem in the

2011-06-04 Thread Jay Tennant
From: subvers...@hamsterrepublic.com Sent: Saturday, June 04, 2011 8:05 AM jay 2011-06-04 06:05:10 -0700 (Sat, 04 Jun 2011) 119 Fixed some graphical artifacts. There's one known left: a problem in the clipping interpolation of texture coordinates. --- U wip/rasterizer.cpp Eh. Turns

Re: [Ohrrpgce] SVN: jay/4381 Getting it closer to actually working (doesn't crash anymore, but it isn

2011-06-03 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Friday, June 03, 2011 11:47 AM On 3 June 2011 06:00, Jay Tennant hierand...@crazyleafgames.com wrote: From: subvers...@hamsterrepublic.com Sent: Thursday, June 02, 2011 12:45 PM To: ohrrpgce@lists.motherhamster.org Subject: [Ohrrpgce

Re: [Ohrrpgce] SVN: jay/4381 Getting it closer to actually working (doesn't crash anymore, but it isn

2011-06-03 Thread Jay Tennant
From: Mike Caron caron.m...@gmail.com Sent: Friday, June 03, 2011 3:14 PM On 03/06/2011 2:34 PM, Jay Tennant wrote: From: Ralph Versteegenteeem...@gmail.com Sent: Friday, June 03, 2011 11:47 AM On 3 June 2011 06:00, Jay Tennanthierand...@crazyleafgames.com wrote: From: subvers

Re: [Ohrrpgce] SVN: jay/4387 Ever fewer bugs! Still clipping issue and slight artifacts.

2011-06-03 Thread Jay Tennant
From: Mike Caron caron.m...@gmail.com Sent: Friday, June 03, 2011 11:16 PM On 6/4/2011 0:14, subvers...@hamsterrepublic.com wrote: jay 2011-06-03 21:14:55 -0700 (Fri, 03 Jun 2011) 59 Ever fewer bugs! Still clipping issue and slight artifacts. --- U wip/rasterizer.cpp When I

Re: [Ohrrpgce] SVN: jay/4381 Getting it closer to actually working (doesn't crash anymore, but it isn

2011-06-02 Thread Jay Tennant
From: subvers...@hamsterrepublic.com Sent: Thursday, June 02, 2011 12:45 PM To: ohrrpgce@lists.motherhamster.org Subject: [Ohrrpgce] SVN: jay/4381 Getting it closer to actually working (doesn't crash anymore, but it isn jay 2011-06-02 10:45:09 -0700 (Thu, 02 Jun 2011) 94 Getting it

Re: [Ohrrpgce] Proposals: Vector and Matrix math, Per-vertex computations

2011-06-01 Thread Jay Tennant
Just a recap on the proposal. From the discussions, it's clear the proposal was trying to cover too much ground with hardware acceleration _and_ per-vertex computations. So the objective has been narrowed to only per-vertex transforms, using a software rasterizer to render the quads. The

Re: [Ohrrpgce] Proposals: Vector and Matrix math, Per-vertex computations

2011-06-01 Thread Jay Tennant
From: James Paige b...@hamsterrepublic.com Sent: Wednesday, June 01, 2011 11:34 AM On Wed, Jun 01, 2011 at 09:26:10AM -0700, Jay Tennant wrote: Just a recap on the proposal. From the discussions, it's clear the proposal was trying to cover too much ground with hardware acceleration

Re: [Ohrrpgce] Proposals: Vector and Matrix math, Per-vertex computations

2011-05-30 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Saturday, May 28, 2011 10:39 PM On 29 May 2011 11:08, Jay Tennant hierand...@crazyleafgames.com wrote: From: Ralph Versteegen teeem...@gmail.com Sent: Saturday, May 28, 2011 5:33 AM On 26 May 2011 06:14, Jay Tennant hierand

Re: [Ohrrpgce] Proposals: Vector and Matrix math, Per-vertex computations

2011-05-30 Thread Jay Tennant
From: D A dan155...@msn.com Sent: Sunday, May 29, 2011 6:41 PM I also want to make sure that new features are actually features that are wanted and needed, and not just concepts that seem cool. Rotation and scaling do indeed sound cool, but I am still not clear on how important or

Re: [Ohrrpgce] Proposals: Vector and Matrix math, Per-vertex computations

2011-05-30 Thread Jay Tennant
From: Mike Caron caron.m...@gmail.com Sent: Monday, May 30, 2011 10:52 AM On Mon, May 30, 2011 at 11:43 AM, Jay Tennant hierand...@crazyleafgames.com wrote: From: Ralph Versteegen teeem...@gmail.com Sent: Saturday, May 28, 2011 10:39 PM On 29 May 2011 11:08, Jay Tennant hierand

Re: [Ohrrpgce] Proposals: Vector and Matrix math, Per-vertex computations

2011-05-28 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Saturday, May 28, 2011 5:33 AM On 26 May 2011 06:14, Jay Tennant hierand...@crazyleafgames.com wrote: I'd like to propose a transition to vector and matrix transformations on frames/slices/etc. for efficiency and flexibility gains

Re: [Ohrrpgce] Proposals: Vector and Matrix math, Per-vertex computations

2011-05-28 Thread Jay Tennant
, Jay Tennant hierand...@crazyleafgames.com wrote: From: James Paige b...@hamsterrepublic.com Sent: Wednesday, May 25, 2011 1:47 PM This does indeed sound like a big change, but since you think you can do it without breaking backwards compatability, and that it will result in overall

Re: [Ohrrpgce] 16-color Palette manipulation with scripts

2011-05-26 Thread Jay Tennant
From: James Paige b...@hamsterrepublic.com Sent: Thursday, May 26, 2011 10:55 AM I was talking to J_Taylor today about 16-color palette manipulation with scripts. He was hoping to be able to change colors in a 16-color palette for a character customization screen, and I was thinking about

Re: [Ohrrpgce] 16-color Palette manipulation with scripts

2011-05-26 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Thursday, May 26, 2011 11:32 AM My concern here, is what kind of problems a feature like this could cause in the future? Actually, wait, I'm not sure that a change to a pallete should affect all other sprites. I think it makes sense to

Re: [Ohrrpgce] 16-color Palette manipulation with scripts

2011-05-26 Thread Jay Tennant
We already have to keep supporting 16 color palette changes on sprites, even when 256 color sprites are enabled in the future-- I wouldn't want to treat them separately at all. Neither would I, but one is like a pointer, and the other is a pointer to a pointer. The

Re: [Ohrrpgce] 16-color Palette manipulation with scripts

2011-05-26 Thread Jay Tennant
From: Mike Caron caron.m...@gmail.com Sent: Thursday, May 26, 2011 12:05 PM On Thu, May 26, 2011 at 1:01 PM, Jay Tennant hierand...@crazyleafgames.com wrote: Wait a second... are master palettes ever altered during runtime? Anytime there's a fade, for example. Hmm. Looking through

Re: [Ohrrpgce] SVN: james/4340 Trim the semimajor axis of the Ellipse slice -1 when drawing because the

2011-05-23 Thread Jay Tennant
From: James Paige b...@hamsterrepublic.com Sent: Sunday, May 22, 2011 9:43 PM On Sun, May 22, 2011 at 04:05:02AM +1200, Ralph Versteegen wrote: On 21 May 2011 03:23, James Paige b...@hamsterrepublic.com wrote: On Fri, May 20, 2011 at 07:43:58PM +1200, Ralph Versteegen wrote: On 20 May

Re: [Ohrrpgce] Frame type

2011-05-21 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Friday, May 20, 2011 11:00 PM On 21 May 2011 15:51, Ralph Versteegen teeem...@gmail.com wrote: On 21 May 2011 14:29, Jay Tennant hierand...@crazyleafgames.com wrote: From: Jay Tennant hierand...@crazyleafgames.com Sent: Friday, May 20

Re: [Ohrrpgce] Which function draws slices?

2011-05-20 Thread Jay Tennant
From: James Paige b...@hamsterrepublic.com Sent: Thursday, May 19, 2011 3:15 PM On Thu, May 19, 2011 at 08:20:59AM -0700, Jay Tennant wrote: I was looking through slices.bi and slices.bas to find where slices are being drawn. I have an interest in possibly altering the way

Re: [Ohrrpgce] Which function draws slices?

2011-05-20 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Friday, May 20, 2011 3:53 AM On 20 May 2011 03:20, Jay Tennant hierand...@crazyleafgames.com wrote: I was looking through slices.bi and slices.bas to find where slices are being drawn. I have an interest in possibly altering the way

[Ohrrpgce] Frame type

2011-05-20 Thread Jay Tennant
I think this is the basis of all graphics in the engine, right? If that's true, I've a few questions about it: Why is the pitch information necessary? Now that there are vectors, is it still necessary to use the array allocation, keeping a pointer to the parent frame in each struct instance

Re: [Ohrrpgce] Frame type

2011-05-20 Thread Jay Tennant
From: Jay Tennant hierand...@crazyleafgames.com Sent: Friday, May 20, 2011 9:26 PM I think this is the basis of all graphics in the engine, right? If that's true, I've a few questions about it: Why is the pitch information necessary? I meant, why is it stored here? I know surface pitch

[Ohrrpgce] Which function draws slices?

2011-05-19 Thread Jay Tennant
I was looking through slices.bi and slices.bas to find where slices are being drawn. I have an interest in possibly altering the way transformations are performed, or at least how slices are drawn. See the Plan_for_gfx_directx on the wiki. My goal is to have minimal impact on the current code.

Re: [Ohrrpgce] [Bug 858] gfx_directx in custom very slow after you switch to another window and then switch back.

2011-05-02 Thread Jay Tennant
From: bugzilla-dae...@ravenwest.dreamhost.com Sent: Monday, May 02, 2011 10:41 AM To: ohrrpgce@lists.motherhamster.org Subject: [Ohrrpgce] [Bug 858] gfx_directx in custom very slow after you switch to another window and then switch back.

Re: [Ohrrpgce] [Bug 858] gfx_directx in custom very slow after you switch to another window and then switch back.

2011-05-02 Thread Jay Tennant
From: Jay Tennant hierand...@crazyleafgames.com Sent: Monday, May 02, 2011 2:15 PM From: bugzilla-dae...@ravenwest.dreamhost.com Sent: Monday, May 02, 2011 10:41 AM To: ohrrpgce@lists.motherhamster.org Subject: [Ohrrpgce] [Bug 858] gfx_directx in custom very slow after you switch

Re: [Ohrrpgce] SVN: jay/4265 gfx_directx: v1.16

2011-05-02 Thread Jay Tennant
From: James Paige b...@hamsterrepublic.com Sent: Monday, May 02, 2011 3:52 PM On Sun, May 01, 2011 at 08:18:25PM -0700, Jay Tennant wrote: From: subvers...@hamsterrepublic.com Sent: Sunday, May 01, 2011 10:00 PM jay 2011-05-01 19:58:57 -0700 (Sun, 01 May 2011) 214

Re: [Ohrrpgce] SVN: jay/4253 gfx_directx: v1.14

2011-04-29 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Friday, April 29, 2011 5:38 AM On 29 April 2011 07:03, subvers...@hamsterrepublic.com wrote: jay 2011-04-28 12:03:29 -0700 (Thu, 28 Apr 2011) 227 gfx_directx: v1.14 -More information is reported in the debug texts for initialization.

Re: [Ohrrpgce] SVN: jay/4241 gfx_directx: Fixed hyperspeed keypresses. Removed NumLock requirement fo

2011-04-28 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Thursday, April 28, 2011 4:39 AM On 27 April 2011 18:24, Jay Tennant hierand...@crazyleafgames.com wrote: From: subvers...@hamsterrepublic.com Sent: Wednesday, April 27, 2011 1:19 AM jay 2011-04-26 23:19:44 -0700 (Tue, 26 Apr 2011

Re: [Ohrrpgce] SVN: jay/4244 gfx_directx: v1.13a

2011-04-28 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Thursday, April 28, 2011 6:27 AM On 28 April 2011 05:57, Jay Tennant hierand...@crazyleafgames.com wrote: From: subvers...@hamsterrepublic.com Sent: Wednesday, April 27, 2011 12:54 PM jay 2011-04-27 10:54:05 -0700 (Wed, 27 Apr 2011

Re: [Ohrrpgce] SVN: jay/4241 gfx_directx: Fixed hyperspeed keypresses. Removed NumLock requirement fo

2011-04-27 Thread Jay Tennant
From: subvers...@hamsterrepublic.com Sent: Wednesday, April 27, 2011 1:19 AM jay 2011-04-26 23:19:44 -0700 (Tue, 26 Apr 2011) 271 gfx_directx: Fixed hyperspeed keypresses. Removed NumLock requirement for NumPad keys to work right. Fixed L/R Shift issues. Toggle keys report their actual

Re: [Ohrrpgce] SVN: jay/4244 gfx_directx: v1.13a

2011-04-27 Thread Jay Tennant
From: subvers...@hamsterrepublic.com Sent: Wednesday, April 27, 2011 12:54 PM jay 2011-04-27 10:54:05 -0700 (Wed, 27 Apr 2011) 279 gfx_directx: v1.13a -DirectX no longer manages the window. On Vista/7, entering full screen mode then exiting would force the colors to become basic until

Re: [Ohrrpgce] Joystick support thoughts

2011-04-27 Thread Jay Tennant
From: James Paige b...@hamsterrepublic.com Sent: Wednesday, April 27, 2011 1:28 PM On Wed, Apr 27, 2011 at 10:35:32AM -0700, subvers...@hamsterrepublic.com wrote: -Added Joystick Config button to Options dialog, but it's disabled for now. -Updated release notes. I have been meaning

Re: [Ohrrpgce] SVN: jay/4210 gfx_directx: made the d3d device a pure device. Updated the test app, an

2011-04-26 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Tuesday, April 26, 2011 9:05 AM On 24 April 2011 23:06, Ralph Versteegen teeem...@gmail.com wrote: Wait a minute. if you hold both shift keys, when one is released, the other still reports being pressed sounds correct. What's the actual

Re: [Ohrrpgce] Zenzizenzic stable release

2011-04-26 Thread Jay Tennant
From: Ralph Versteegen teeem...@gmail.com Sent: Tuesday, April 26, 2011 9:24 AM I say we are ready to send it off to the beta testers. ;) Prehaps Jay will apply a fix for the stuck-shift-keys-when-pressing-both-at-once problem, but it's not necessary to wait for that. Can we hold off the

Re: [Ohrrpgce] Zenzizenzic stable release

2011-04-26 Thread Jay Tennant
From: James Paige b...@hamsterrepublic.com Sent: Tuesday, April 26, 2011 2:22 PM On Tue, Apr 26, 2011 at 11:25:05AM -0700, Jay Tennant wrote: From: Ralph Versteegen teeem...@gmail.com Sent: Tuesday, April 26, 2011 9:24 AM I say we are ready to send it off to the beta testers

Re: [Ohrrpgce] Speed fluxuations in gfx_directx

2011-04-26 Thread Jay Tennant
From: James Paige b...@hamsterrepublic.com Sent: Tuesday, April 26, 2011 5:42 PM Shizuma and Pepsi Ranger both report noticeable speed fluxuations in gfx_directx Shizuma said that gfx_sdl also seemed to fluxute, but very much less so. Pepsi Ranger described the fluxuations as speeding

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