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Messages - fuzzy70

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1
GLBasic - en / Re: Loadsprite load failures
« on: Yesterday at 09:42 pm »
No problems.

TBH greyscale JPG's are not really common as people tend to use png/gif for images that have a palette of 256 colours or less as using a lossy compression like jpg on such images is not ideal.

How are you getting the images from the web (please excuse my ignorance on this matter but have never done any web related stuff in a programming sense other than HTML & some basic actionscript). I only ask as the jpg file header should be pretty standard & you should be able to read that to determine what type of jpg it is, if it's a greyscale one then skip loading it.

I know the above would work on a non web device as you just do an openfile & read what you need, but like I said I have zero experience on the web commands & if that's possible.

Lee

2
GLBasic - en / Re: Loadsprite load failures
« on: Yesterday at 08:01 pm »
The Image you linked earlier is an 8bit greyscale Jpg rather than 24bit which might be the reason for the failure. Might be a problem with the jpg library used in GLB in that it does not support that format.

Lee

EDIT: I can confirm that being an 8bit Greyscale jpg is what the problem is. A jpg that loaded fine before failed when I converted & saved it to that format in Photoshop.

3
Announcements / Re: GLBasic V11 public beta
« on: Yesterday at 11:51 am »
M$ said "webgl is not secure" or something like that & won't support it. Probably why they came out with silverlight.

M$ giving reasons why they are behind again in the web race, Windows isn't secure maybe they should concentrate on that before firing bullets :D

I don't think Windows will ever be totally secure while it is the most available OS, the bigger the market/product the more chance of hackers targeting it.

M$ said "webgl is not secure" or something like that & won't support it. Probably why they came out with silverlight.

Lee

Sent from my HTC Wildfire using Tapatalk 2

wasn't it the other way around?  M$ came out with Silverlight  -  and then started saying 'WebGL is not secure" ?

May have been that way Ocean  =D, the two are linked I believe but my memory is a bit hazy on what order they came in as not a M$ follower like I used to be.

Lee

4
GLBasic - en / Re: XBox One (aka XBox 720) revealed
« on: Yesterday at 01:09 am »
I know what you mean CW. The other day I had an ad for "Geek 2 Geek" dating which could only have come from Facebook as no other site I use knows my current relationship status. I have to admit that ad did make me giggle.

I recall Sony saying it won't go down the always on route due to some countries would miss out & loss of market share. However we all know big corps have a habit of changing their mind last minute when it suits them.

Online requirements are something that really gets my back up, for example program documentation. If a program is still being developed & the documentation is not yet finalised then ok, but for a completed app that is no excuse to me. How hard is it for them to generate a pdf or chm for the user to download?.

I'm not always at home where internet is available & spend a fair bit of time in neighbouring villages where mobile signal is not available, unless I happen to be on a network provider that services that area.

Lee

Sent from my HTC Wildfire using Tapatalk 2


5
GLBasic - en / Re: Loadsprite load failures
« on: 2013-May-21 »
The jpg problem might be caused with them being of the "progressive" type. Will have a look when back home to see if that type gives problems.

That type was designed for the web as to get a picture up ASAP while the page was still loading & as far as I'm aware it was only really used for that purpose.

Lee

Edit: Well it's not progessive jpg's that cause a problem as just tested them & load fine. So am at a loss over the jpg issue sorry.

Sent from my HTC Wildfire using Tapatalk 2

6
Will be interesting that's for sure. Quite a few people tend to be loyal with what they have used in the past, I.e ps1->ps2->ps3. Blueray playback helped Sony get some extra people onboard I think.

One things for sure both the next gen consoles are extremely powerful so hard to say what will happen.

Lee

Sent from my HTC Wildfire using Tapatalk 2


7
Announcements / Re: GLBasic V11 public beta
« on: 2013-May-21 »
M$ said "webgl is not secure" or something like that & won't support it. Probably why they came out with silverlight.

Lee

Sent from my HTC Wildfire using Tapatalk 2


8
Beta Tests / Re: TSetup
« on: 2013-May-21 »
Builds & executes fine on mine without errors.

Win7 x64 Ultimate & GLB 11.414 beta.

Get the following error when compiling on 10.283
Code: [Select]
C:\Users\LEEFUR~1\AppData\Local\Temp\glbasic\gpc_temp1.cpp: In function `DGNat __GLBASIC__::TSetup_SetLoop()':
C:\Users\LEEFUR~1\AppData\Local\Temp\glbasic\gpc_temp1.cpp:745: error: `SETLOOPSUB' was not declared in this scope

Lee

9
Off Topic / Re: Taking leave
« on: 2013-May-11 »
All the best & good luck with your career  :booze:

Lee

10
I'm not at home lol. Mentioned USEASBMP as had a similar situation a few months back & it just sprung to mind :)

Lee

Sent from my HTC Wildfire using Tapatalk 2


11
Odd, does LOADBMP work in landscape on iPhone?. Strange if one does but the other doesn't as they both must put an image into the same buffer.

I don't have any Apple gear so can't really help anymore in that arena :(

Lee

Sent from my HTC Wildfire using Tapatalk 2


12
Have you tried USEASBMP ?

Lee

Sent from my HTC Wildfire using Tapatalk 2


13
GLBasic - en / Re: Find duplicate images
« on: 2013-May-04 »
I finally went with the checksum method for sorting the dupes. I did try Ian's suggestion initially & it went very well on fonts where each character was the same dimensions (like 8x8 & 9x10 etc) but came a bit unwieldy with fonts that had various size characters.

While all the fonts share a common height most are various width characters (12+ different widths in some cases) so it required sorting them into their sizes which over complicated things thanks to how the data is stored in the file. It is a very good method though Ian & thanks for suggesting it, I will definitely keep it mind for future if I need to compare images of the same dimensions like sprites/tiles for example :good:  .

The checksum method I used would hardly be described as bullet proof as all it does is multiply the current pixel value by the position then add it to a running total for that character as it is being read in by the function, i.e
Code: [Select]
INC Checksm%,Count%*Pix%[Count]There is a chance that it could calculate a value that is the same as another character that increases with small fonts that are monochrome but decreases with colourfonts & larger sizes.

As of yet I have not noticed a font that gives me false duplicates, but there are a lot of fonts around so I am not relying on the current implementation being 100% effective. The good thing about using a checksum is that the method for creating it can be changed easily by just replacing the one line of code above with another method or a call to a dedicated function without affecting the rest of the code.

The function to check the dupes just compares the checksums as follows
Code: [Select]
FUNCTION check_for_dupes: Base%

LOCAL FirstChar%,CheckChar%,Chksum1%,Chksum2%

DIM self.IsDupe%[256]

FOR FirstChar% = self.LoChar TO self.HiChar-1

Chksum1%=self.Checksum[FirstChar%]
IF self.IsDupe%[FirstChar%] = FALSE

FOR CheckChar% = FirstChar%+1 TO self.HiChar
IF self.IsDupe%[CheckChar%] = FALSE
Chksum2%=self.Checksum[CheckChar%]
IF Chksum1%=Chksum2% THEN self.IsDupe%[CheckChar%] = TRUE
ENDIF
NEXT

ENDIF

NEXT

ENDFUNCTION

Thanks all for their suggestions to this problem, it is appreciated  :booze:

Lee

14
FAQ / Re: GLBasic Export/Konvert Thread
« on: 2013-May-03 »
Looking at the API docs on Blenders site it seems that 2.55 was the start of the major changes to the API & they even say
Code: [Select]
Warning: The Python API in Blender is UNSTABLE, It should only be used for testing, any script written now may break in future releases.
While having a look at the API change log it only goes as far back as 2.56 which to me says things got a bit more stable and the main core was created. Searching the addons shipped with 2.66 nearly all of them have a version no older than 2.57 including the 3ds & OBJ ones which are formats that have been around a long time and are well documented.

The API is still yet to be completed but judging by the 3ds & OBJ exporters it may be that the relevant parts in the API for those functions are quite solid & subject to minimal change if any.

Lee

15
FAQ / Re: GLBasic Export/Konvert Thread
« on: 2013-May-03 »
To be fair not everybody uses Blender or updates to the latest version as soon as it is released. Judging by the version number 2.66a the a would represent alpha if they follow typical naming conventions, which some people skip until a stable version is released.

Thanks to your input of the converter not working with 2.66a it has bought to light a problem with the converter which obviously was not known before.

Lee

Sent from my HTC Wildfire using Tapatalk 2


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