My old memorygame:
Windows .exe packet:
https://www.dropbox.com/s/07kvl5rrgvcjmf6/memmu.7z?dl=0
Source codes:
https://pastebin.com/ajTybijQ
https://pastebin.com/xs5LcqTq
https://pastebin.com/Kyh7q2Wh
https://pastebin.com/wBatEJCJ
Search found 64 matches
- Wed Mar 29, 2017 10:06 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month, March 2017 [Voting Open!]
- Replies: 12
- Views: 6005
- Wed Mar 12, 2014 5:44 pm
- Forum: Beginners Help
- Topic: Irrlicht on Android.....How do I install this thing?
- Replies: 16
- Views: 5159
Re: Irrlicht on Android.....How do I install this thing?
I have compiled Irrlicht fine without cygwin (w7, using latest android ndk+sdk). Only that example's jni/Android.mk have lines like $(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/irrlichtlogo3.png $(IRRLICHT_PROJECT_PATH)/assets/media/) so these failed because command(dos) prompt doenst understand ...
- Sun Mar 02, 2014 9:12 am
- Forum: Advanced Help
- Topic: XEffects - Black Screen on Some Computers?
- Replies: 15
- Views: 4629
Re: XEffects - Black Screen on Some Computers?
In EffectCB.h line 91, 94, 97, 100. These four f32 change to s32. Then opengl works right for me, at least.
- Sat Mar 01, 2014 2:44 am
- Forum: Beginners Help
- Topic: ITexture manipulation
- Replies: 3
- Views: 323
Re: ITexture manipulation
Almost right. ITexture* tex = getDriver()->addTexture(dimension2d<u32>(200,200), "somename"); int *pixels= (int*)tex->lock(); for (int x = 0; x < 200; x++) for (int y = 0; y < 200; y++) { pixels[ y*200 +x] = pixel's color i...
- Thu Feb 27, 2014 11:24 am
- Forum: Beginners Help
- Topic: B3D not animated, but why ??
- Replies: 3
- Views: 304
Re: B3D not animated, but why ??
If you make morph-animation (like that your file's ball), export to .md2 / .md3.
If you use armatures/bones and make skeletal animation, then export to .b3d.
If you use armatures/bones and make skeletal animation, then export to .b3d.
- Tue Feb 25, 2014 4:04 pm
- Forum: Project Announcements
- Topic: Android Port
- Replies: 383
- Views: 173242
Re: Android Port
It shows it like that (so after createDeviceEx() values are correct (I checked my phone's wiki and it tells that 240/320 is the right resolution)): I/Irrlicht( 2908): Android command APP_CMD_GAINED_FOCUS I/Irrlicht( 2908): surface size:(240/320)params:(1/1) I/Irrlicht( 2908): Window size:(240/320) I...
- Tue Feb 25, 2014 1:30 pm
- Forum: Project Announcements
- Topic: Android Port
- Replies: 383
- Views: 173242
Re: Android Port
Oops..I think I have used wrong .a file (the one which uses my own modifications and it works except textures), because if I now compile with @Nadro's patch (with or without "device->getContextManager()->activateContext(device->getContextManager()->getContext());" line, I got only black sc...
- Mon Feb 24, 2014 7:51 pm
- Forum: Project Announcements
- Topic: Android Port
- Replies: 383
- Views: 173242
Re: Android Port
Something strange with the textures (it shows some random data, and right texturedata too). I thought it was some bad lighting calculations but noticed that COGLES2FixedPipeline.fsh/vsh doesnt calculate light. http://i61.tinypic.com/64eypf.png http://i62.tinypic.com/5eh5s7.png http://i62.tinypic.com...
- Sun Feb 23, 2014 8:20 pm
- Forum: Project Announcements
- Topic: Android Port
- Replies: 383
- Views: 173242
Re: Android Port
Seems to work now, thanks.
- Fri Feb 21, 2014 8:35 pm
- Forum: Beginners Help
- Topic: Shadow Detection
- Replies: 2
- Views: 397
Re: Shadow Detection
Might be hard if using irr's stencil shadows (shadow volumes) but if using XEffects' shadow mapping, then you could modify shader that it renders only shadows to fbo, then check with x,y coordinates is it shadow or not (with opengl, you could use glReadPixels http://stackoverflow.com/questions/61442...
- Wed Feb 19, 2014 2:12 pm
- Forum: Project Announcements
- Topic: Android Port
- Replies: 383
- Views: 173242
Re: Android Port
Samsung galaxy mini is the one which shows that 1,1.CuteAlien wrote:HTC one behavior
- Wed Feb 19, 2014 12:21 pm
- Forum: Project Announcements
- Topic: Android Port
- Replies: 383
- Views: 173242
Re: Android Port
I tried sleep earlier { if (device->CreationParams.WindowSize.Width == 0 || device->CreationParams.WindowSize.Height == 0) { device->sleep(1000, false); // sleeps one second device->CreationParams.WindowSize.Width = ANativeWindow_getWidth(app->window); device->CreationParams.WindowSize.He...
- Wed Feb 19, 2014 11:34 am
- Forum: Project Announcements
- Topic: Android Port
- Replies: 383
- Views: 173242
Re: Android Port
If I understand that right you get the correct values for ANativeWindow_getWidth/ANativeWindow_getHeight later on even in the black screen case? Well they were still 1,1 because it didnt go to RESIZE and setted them. But I got this to work, dont know is this right way but it works on my phone. So, ...
- Wed Feb 19, 2014 10:03 am
- Forum: Project Announcements
- Topic: Android Port
- Replies: 383
- Views: 173242
Re: Android Port
You could try if a patch like the following would work: Tried but there comes no resize. I/Irrlicht( 2370): Irrlicht Engine version 1.9.0 I/Irrlicht( 2370): Waiting for Android activity window to be created. I/Irrlicht( 2370): Android command APP_CMD_RESUME I/Irrlicht( 2370): Android command APP_CM...
- Wed Feb 19, 2014 6:11 am
- Forum: Project Announcements
- Topic: Android Port
- Replies: 383
- Views: 173242
Re: Android Port
Some debugging. I print width and height in void CIrrDeviceAndroid::handleAndroidCommand(android_app* app, int32_t cmd) method in CIrrDeviceAndroid.cpp: if (device->CreationParams.WindowSize.Width == 0 || device->CreationParams.WindowSize.Height == 0) { devi...