SuperTux 1.0 Article on Standard!. (Austrian newspaper)
https://derstandard.at/2000101926472/Su ... forumstart
Search found 66 matches
- Tue Apr 23, 2019 8:05 pm
- Forum: Project Announcements
- Topic: SuperTuxKart 0.8.1 Released
- Replies: 3
- Views: 3268
- Mon Mar 19, 2018 11:58 am
- Forum: Project Announcements
- Topic: XBOX Classic
- Replies: 2
- Views: 1947
Re: XBOX Classic
link corrected
- Mon Mar 19, 2018 11:01 am
- Forum: Project Announcements
- Topic: XBOX Classic
- Replies: 2
- Views: 1947
XBOX Classic
So some progress on the XBOX Classic. after all those years.. - Gamepad Input works as Mouse/Keyboard Emulator. - Full Irrlicht Demo working! Currently in the branch input http://svn.huntsvegas.org/listing.php?repname=IrrlichtX will be back ported to irrlicht Cheers burning http://www.emuxtras.net/f...
- Tue Feb 27, 2018 2:58 pm
- Forum: Project Announcements
- Topic: IMP - Irrlicht Music Player ( Update: 31-JAN-2018 )
- Replies: 32
- Views: 63718
- Tue Dec 05, 2017 9:47 pm
- Forum: Bug reports
- Topic: [BUG+FIX] Blitting wrong alpha values (Burnings and IImage)
- Replies: 43
- Views: 11244
Re: [BUG+FIX] Blitting wrong alpha values (Burnings and IIma
hihi. weird posts. i also replied but it disappeared! (long posting.. talking about fixpoint,accuracy,and performance] @chronologicaldot: sorry!. test code from cutealien. but yes. we are talking about different formulas. pixelblend32 should follow "visual acceptable" 8bit-opengl and needs...
- Tue Dec 05, 2017 2:33 pm
- Forum: Bug reports
- Topic: [BUG+FIX] Blitting wrong alpha values (Burnings and IImage)
- Replies: 43
- Views: 11244
Re: [BUG+FIX] Blitting wrong alpha values (Burnings and IIma
i was posting the equivalent resultAlpha for opengl glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); instead of using the current glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO). This Wikipedia article https://en.wikipedia.org/wiki/Alpha_compositing is talking about Port...
- Tue Dec 05, 2017 11:09 am
- Forum: Bug reports
- Topic: [BUG+FIX] Blitting wrong alpha values (Burnings and IImage)
- Replies: 43
- Views: 11244
Re: [BUG+FIX] Blitting wrong alpha values (Burnings and IIma
Mhmm, you are using a wrong blendfunction formula in function compare AND a integer division with always 0. //blending formula rA = (sA*sA) + (dA*(1-sA)) u32 blendAlpha = (s + d*(1-s)) * 255.f; // ->wrong. should be (s*s + d(1-s) //and u32 alphaSum = (sa + (255-sa)*da/255) ////<- da/255 will be a...
- Mon Dec 04, 2017 11:16 pm
- Forum: Bug reports
- Topic: [BUG+FIX] Blitting wrong alpha values (Burnings and IImage)
- Replies: 43
- Views: 11244
Re: [BUG+FIX] Blitting wrong alpha values (Burnings and IIma
you can use this code snippet to modify PixelBlend32 inline u32 PixelBlend32 ( const u32 c2, const u32 c1 ) .. //return (c1 & 0xFF000000) | rb | xg; // glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO) u32 sa = c1 >> 24; u32 da = c2 >> 24; return (da + ...
- Sun Feb 15, 2015 5:28 pm
- Forum: Bug reports
- Topic: [No Bug + info] Burning's bug - Wrong Z-order
- Replies: 2
- Views: 1582
Re: [No Bug + info] Burning's bug - Wrong Z-order
fixed.
during the last years somebody has destroyed burning_setactiveshader.
instead of alpha blending adding was executed
during the last years somebody has destroyed burning_setactiveshader.
instead of alpha blending adding was executed
- Wed Feb 11, 2015 7:01 pm
- Forum: Bug reports
- Topic: [No Bug + info] Burning's bug - Wrong Z-order
- Replies: 2
- Views: 1582
Re: [No Bug + info] Burning's bug - Wrong Z-order
confirmed.
now that i have maybe little time to work on irrlicht and my svn is finally working again i will try to make it work again.
now that i have maybe little time to work on irrlicht and my svn is finally working again i will try to make it work again.
- Fri Nov 14, 2014 11:59 am
- Forum: Bug reports
- Topic: Q3Shader surfaceparm trans
- Replies: 2
- Views: 1022
Re: Q3Shader surfaceparm trans
use blendfunc blend
- Wed Jan 09, 2013 12:51 pm
- Forum: Advanced Help
- Topic: ROUNDING_ERROR_f32 too big? (f64 too?)
- Replies: 9
- Views: 2310
Re: ROUNDING_ERROR_f32 too big? (f64 too?)
what is the shortest mathematical joke?
epsilon is zero...
epsilon is zero...
- Wed Nov 30, 2011 9:12 pm
- Forum: Open Discussion and Dev Announcements
- Topic: BSP brush entities
- Replies: 35
- Views: 7320
Re: BSP brush entities
2nd. ah i did an update and now i see you loaded the internal models and named then BrushEntities. what you are doing is correct, but the name of the functions are really confusing if you are used to id3tech. a) idTech uses the term brush for a set of planes forming a convex hull and also has the lu...
- Wed Nov 30, 2011 7:49 pm
- Forum: Open Discussion and Dev Announcements
- Topic: BSP brush entities
- Replies: 35
- Views: 7320
Re: BSP brush entities
Hi!. i'm following this thread and i don't know what you want to change?. the entites and shaders are loaded and parsed since many years.. ( entites are stored as paired strings inside the file like "classname" "worldspawn" and are used to spawn items, like doors, additional mode...
- Thu Sep 09, 2010 4:33 pm
- Forum: Advanced Help
- Topic: Shadow Beneath a Player
- Replies: 7
- Views: 1218