Search found 66 matches

by burningreggae
Tue Apr 23, 2019 8:05 pm
Forum: Project Announcements
Topic: SuperTuxKart 0.8.1 Released
Replies: 3
Views: 3268

Re: SuperTuxKart 0.8.1 Released

SuperTux 1.0 Article on Standard!. (Austrian newspaper)
https://derstandard.at/2000101926472/Su ... forumstart
by burningreggae
Mon Mar 19, 2018 11:58 am
Forum: Project Announcements
Topic: XBOX Classic
Replies: 2
Views: 1947

Re: XBOX Classic

link corrected
by burningreggae
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...
by burningreggae
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...
by burningreggae
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...
by burningreggae
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...
by burningreggae
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 + ...
by burningreggae
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
by burningreggae
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.
by burningreggae
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
by burningreggae
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...
by burningreggae
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...
by burningreggae
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...
by burningreggae
Thu Sep 09, 2010 4:33 pm
Forum: Advanced Help
Topic: Shadow Beneath a Player
Replies: 7
Views: 1218

Uhh, yess please Blindside!
post your fixed function projective code please!
Thanks!
Burning