The Watermelon schreef:
On 1/23/07, *Per Inge Mathisen* [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
The patch sounds awesome!
On 1/22/07, The Watermelon [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
Changes:(wz28b.patch)
4.Fixed a bug which prevents the droids from removing
Am Sonntag, 28. Januar 2007 schrieb Giel van Schijndel:
Dennis Schridde schreef:
Am Sonntag, 28. Januar 2007 schrieb Giel van Schijndel:
The Watermelon schreef:
On 1/28/07, *Giel van Schijndel* [EMAIL PROTECTED] mailto:[EMAIL
PROTECTED]
wrote:
I assume ai.c's changes belong to 4?
On 1/28/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
I'm assuming all changes to projectile.c only are change 8? Because I
see no mention of the removal of extendRad and it being replaced by iRad
(I find both of these names rather non-descriptive btw).
So a question, what is extendRad's
Per Inge Mathisen schreef:
On 1/28/07, Dennis Schridde [EMAIL PROTECTED] wrote:
C-Question (no criticism, I just don't know my C)
for(i=0; i1; i++) is equivalent to for(i=0; i1; ++i) as long as the
increment is the sole thing done (eg. it doesn't read like for(i=0; i1;
i++,
sum+=i))?
On Sun, 28 Jan 2007 11:04:06 -0500 The Watermelon
[EMAIL PROTECTED] wrote:
I checked 3 open-source graphics engine,seems most of them are not
suitable
for warzone:
1.OGRE:
too big and complex,almost every source file is hundreds KBs
weight and OGRE
doesnt provide binaries like other engine,so
Am Sonntag, 28. Januar 2007 schrieb [EMAIL PROTECTED]:
On Sun, 28 Jan 2007 11:04:06 -0500 The Watermelon
[EMAIL PROTECTED] wrote:
I checked 3 open-source graphics engine,seems most of them are not
suitable
for warzone:
1.OGRE:
too big and complex,almost every source file is hundreds KBs
On Sunday, 28 January 2007 at 18:56, Dennis Schridde wrote:
increment is the sole thing done (eg. it doesn't read like for(i=0; i1; i++,
sum+=i))?
Even in that line i++ and ++i are equivalent. Both increase i, but one
returns the original value of i, the other the increased value. So you
have
On Sun, 28 Jan 2007 13:53:19 -0500 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Sonntag, 28. Januar 2007 schrieb [EMAIL PROTECTED]:
Fixing it how though? Using DisplayLists? Using shaders? OpenGL
1.1 or 2.x? Either way, it is big job.
If add multipass normal maps/shaders for better gfx,
Am Sonntag, 28. Januar 2007 schrieb [EMAIL PROTECTED]:
On Sun, 28 Jan 2007 13:53:19 -0500 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Sonntag, 28. Januar 2007 schrieb [EMAIL PROTECTED]:
Fixing it how though? Using DisplayLists? Using shaders? OpenGL
1.1 or 2.x? Either way, it is
On 1/28/07, Christian Ohm [EMAIL PROTECTED] wrote:
On Saturday, 27 January 2007 at 11:21, Ari Johnson wrote:
Thanks. I can see that there are some other colors I need to work on.
What I am having a hard time with is where exactly to do the color
twiddling. Should I do it in the ivis code or
On 1/28/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
Is there a list of the bugs and or inflexibilities that have to do
with the rendering engine? Besides a endian issue the macs have
that is. :)
hmm lemme list a few problems with the current render engine:
1.Redefinition of vector types
On 1/28/07, Dennis Schridde [EMAIL PROTECTED] wrote:
Am Sonntag, 28. Januar 2007 schrieb The Watermelon:
Idea is good.
Some notes:
- Please create patches which just comment out something. Remove it or
don't
remove it. We can allways revert using SVN and in the patch we see what
you
changed,
On 1/29/07, Ari Johnson [EMAIL PROTECTED] wrote:
Just a general recap... Of all the things that I've said were bugs in
this thread, these are the only items that still seem to be problems
for me:
4. This output comes up just in the first
couple of stages of playing the campaign:
warning:
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