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Messages - Vogtinator
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647
« on: December 25, 2013, 01:16:53 pm »
tangrs, could you post your kernel .config? My kernel does some weird stuff: - "XZ decompressor ran out of memory" with a tiny 400kB initrd and more than 40 MB free RAM - After initrd (now gzip) loading the LCD controller gets turned of and the screen fades white (initrd from tiplanet builds, works fine on older versions) I don't know what could have caused this..
648
« on: December 25, 2013, 12:50:46 pm »
You mean controls similiar to a rubik's cube? (Except rotating the individual rings of course)
Edit: FPS counter works now. 100+fps in wireframe mode, 50 in color mode, 30 with textures and 25 with interpolated colors. But I get some issues with the keypad/touchpad interrupts. If I enable IRQ 16, it just freezes on the real calculator, it works on the emulator. I acknowledge by writing ~0 to 900e0008 and 900e0044. Can someone give me a clue what might be wrong here?
649
« on: December 24, 2013, 08:50:11 pm »
I then managed to create a keypad pooling without using an interruption handler. It uses the ndless code of sleep.c that setup an arm co-processor to wakeup the arm processor when a certain time has arrived. This let me cleverly set my keypad pooling without spamming at each frame. Or I register a function as a keypad interrupt handler which sets some bits of keys currently pressed to 1. I'll have to implement interrupt support for the FPS counter (timers ) anyway...
650
« on: December 24, 2013, 08:30:17 pm »
UPDATE! I made some progress on nGL and made another demo (which is again, not intended to be "played"): crafti! Changes: - Faster! A lot faster, actually. I can't tell any numbers, but with large triangles it went from slow to smooth
- Interpolating colors between vertices, which is actually slower than textured rendering
- Prefixed functions with ngl (for example nglInit)
- Something like vertex arrays (nglAddVertices)
- Wireframed rendering
- Doesn't crash anymore
- Some documentation
- Clipping! (X: Per pixel Y: Per line Z: Per triangle)
Todo: - Colored textures (non-interpolated)
- Compressed textures (zlib). nGL doesn't lose performance with higher-resolution images, they just get too big in raw format
- Make a real, playable, good looking game which uses nGL
- FPS counter
It looks a lot better on the emulator and on calc than these gifs (byzanz-record is crap): (The emulator runs at 90% speed here, I accidentially hit F9) The textures used aren't mine this time, terrain.png came from http://www.planetminecraft.com/texture_pack/fancycraft-by-jjjas0n-64x64-version-100. Also, the controls (same as nGL in the first post) are a bit weird to use on a PC so the twitches you see are just my fingers finding the keys. It's a bit slower on calc than on the emulator, I suspect it's the touchpad polling every frame, but if that get's a real issue, I'll take care of that. If you want to use nGL, grab gl.cpp, gl.h, fastmath.h, fastmath.cpp, fix.h and don't forget to read gl.h and #define SAFE_MODE in gl.h!
651
« on: December 24, 2013, 07:26:26 am »
Yup, the two slightly longer pins are GND.
652
« on: December 24, 2013, 06:37:48 am »
Anyway, the pin for the audio player is not adjacent and completely different. Wrong, RX,TX,GND,GPIO I removed the battery BEFORE soldering, so nothing bad can happen even if you short the pins. Just look at the pins several times at a different angle so you can be sure not to short anything, and then insert the battery again. My calc still lives after several solder sessions.
653
« on: December 10, 2013, 10:01:34 am »
Anyone hoping the value increses even further, like bitcoins. Which will clearly (hopefully) not happen again. I'm just leaving this here: http://www.pidjin.net/2013/12/09/bitcoined/
654
« on: December 04, 2013, 03:55:13 pm »
Now almost everything is twice as large, bold and a really ugly font.. I disabled caching completely and did a full reload.
655
« on: December 04, 2013, 03:47:13 pm »
Opera 12.16 on openSUSE 12.3 x86_64. Or could it just be that Firasans looks almost exactly like DroidSans (including the kerning and other letter spacing issues)? Edit: Tried in Firefox (25). Everything seems to be twice as big now and the font looks bold AND awful. What did you do?
656
« on: December 04, 2013, 03:42:04 pm »
I actually like the appearance. I don't have FiraSans on my laptop, but it seems to fallback to droidsans, which I like even more! But the kerning looks awful..
657
« on: December 02, 2013, 04:16:53 pm »
I got into nspire development only because we got this calc at school. It has so many bugs that it is almost unusuable at school, and I'm sure the Prime will get a chance if it meets the requirements. Almost nobody buys calcs just to hack them. Often they're also used properly I'd say wait a few years, the situation will look entirely different when the prime overtook the nspires. Well, IMHO it mostly depends on your luck. One of these days a prestigious hacker knocks at the Omninaga's door offering his/her services for free. Until then, keep your hopes as high as possible. Yeah, on this matter I agree with Jim why should we be so negative? After all there are great (TI-Nspire) contributions on this site and some and still rather recent! Come on DJ_O cheer up a bit, brighter days are coming! Reminds me of nLaunch (CX).. but that was probably only because of TI's madness.
658
« on: November 28, 2013, 04:44:38 pm »
Beware: It's written in C++ (with Qt), source code and binary for x86_64 linux attached. It's sort of hacked together (doesn't even show whether the file exists), but it should work. ./ConvertImg test.png >> textures.h and then #include "textures.h" and use the texture with glBindTexture(&test);
659
« on: November 28, 2013, 04:39:56 pm »
Just the snake3d_something.tar.gz. the only snake specific parts are the textures and main.cpp. If you want to I can give you a tool to convert images (png, gif, jpeg, tiff...) to header files with filled TEXTURE structs.
660
« on: November 28, 2013, 04:36:29 pm »
Not really, it needs three division per horizontal line (z, u and v) and the pixel() function checks whether the pixel is visible (clipping and z-buffer). It basically scales linear to height, but I'll improve that once I implement triangle clipping. Edit: If you're reading this and getting confused, this is a reply to the second last post
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