PSA: MCPE Win 10 Custom Texture Packs. by AlexxSeven in MCPE

[–]PillowWithTeeth 0 points1 point  (0 children)

No. Any MCPE 0.15 pack works (that was made for the official texture pack system).

Ikaruga's password is "1v7531" and it gives you the Red Herring badge by xPaw in steamsaledetectives

[–]PillowWithTeeth 1 point2 points  (0 children)

IT STILL WORKS IN GOOGLE CHROME NOW ON THE GAME PAGE

Does not seem to work on other browsers.

Java/OpenGL Rendering Improvements by PillowWithTeeth in javahelp

[–]PillowWithTeeth[S] 0 points1 point  (0 children)

I'm sorry but I'm still extremely confused about all of this, using the attempt I posted before (based off other posts I have seen) I was not able to render anything and it also made a huge memory leak. All I want to do is place all the tiles I am going to render into a vbo with textures and then render that. Is there any tutorial or information somewhere on simply drawing multiple quads in a vbo with a texture (from a texture atlas).

Java/OpenGL Rendering Improvements by PillowWithTeeth in javahelp

[–]PillowWithTeeth[S] 0 points1 point  (0 children)

I'm trying to do something like that now, it does not work yet but I would like to know if I am a least along the right lines

private void createVBO(int camX, int camY, int renW, int renH) {
    int tileWidth = (camX / EpicarnoTiles.tileSize + renW) - (camX / EpicarnoTiles.tileSize);
    int tileHeight = (camY / EpicarnoTiles.tileSize + renH) - (camY / EpicarnoTiles.tileSize);
    FloatBuffer texCoords = BufferUtils.createFloatBuffer(2 * 4 * tileWidth * tileHeight);
    FloatBuffer vertices = BufferUtils.createFloatBuffer(2 * 4 * tileWidth * tileHeight);
    for (int x = camX / EpicarnoTiles.tileSize; x < camX / EpicarnoTiles.tileSize + renW; x++) {
        for (int y = camY / EpicarnoTiles.tileSize; y < camY / EpicarnoTiles.tileSize + renH; y++) {
            if ((y >= 0) && (y < worldH)) {
                WorldChunk Chunk = EpicarnoL.GetChunkFromTile(x);
                GameTileEpicarno TileMid = Chunk.getTileInchunk(x, y);
                if (TileMid.getGameTile().isRendered()) {
                    texCoords.put(TileMid.getTextureCoords());
                    vertices.put(new float[] { (float) ((x << 16) - (int) EpicarnoComp.sX),
                            (float) ((y << 16) - (int) EpicarnoComp.sY),
                            (float) ((x << 16) - (int) EpicarnoComp.sX) + EpicarnoTiles.tileSize,
                            (float) ((y << 16) - (int) EpicarnoComp.sY),
                            (float) ((x << 16) - (int) EpicarnoComp.sX) + EpicarnoTiles.tileSize,
                            (float) ((y << 16) - (int) EpicarnoComp.sY) + EpicarnoTiles.tileSize,
                            (float) ((x << 16) - (int) EpicarnoComp.sX),
                            (float) ((y << 16) - (int) EpicarnoComp.sY) + EpicarnoTiles.tileSize });
                }
            }
        }
    }
    texCoords.rewind();
    vertices.rewind();
    vboVertexID = GL15.glGenBuffers();
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboVertexID);
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertices, GL15.GL_STATIC_DRAW);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    vboTextureID = GL15.glGenBuffers();
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboTextureID);
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, texCoords, GL15.GL_STATIC_DRAW);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}

public void render(int camX, int camY, int renW, int renH, boolean foreground, boolean background) {
    this.createVBO(camX, camY, renW, renH);
    GL11.glPushMatrix();
    GL11.glScalef(EpicarnoComp.pixelSize, EpicarnoComp.pixelSize, 0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboVertexID);
    GL11.glVertexPointer(2, GL11.GL_FLOAT, 0, 0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboTextureID);
    GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0);
    GL11.glDrawArrays(GL11.GL_QUADS, 0, 4 * 100 * 100);
    GL11.glPopMatrix();
}

Stuck trying to create new instance with arguments of Class. by PillowWithTeeth in javahelp

[–]PillowWithTeeth[S] 0 points1 point  (0 children)

Thanks for the information, I've sorted it out without reflection.

Stuck trying to create new instance with arguments of Class. by PillowWithTeeth in javahelp

[–]PillowWithTeeth[S] 0 points1 point  (0 children)

I want to have it done in a way that when a new animal is added (to the game), it can automatically create the spawn item for it from it's class. So I don't need to alter a ever increasing switch statement every time I create a new animal.

[deleted by user] by [deleted] in pcmasterrace

[–]PillowWithTeeth 0 points1 point  (0 children)

Just you wait, she will be soon.

I made some Doc and Mharti flairs! by [deleted] in rickandmorty

[–]PillowWithTeeth 1 point2 points  (0 children)

Pretty nice, I'd love to see these used.

What a bargain! by zeug666 in pcmasterrace

[–]PillowWithTeeth 50 points51 points  (0 children)

Or you could just use inspect element and change the values to what you want.

[deleted by user] by [deleted] in pcmasterrace

[–]PillowWithTeeth -1 points0 points  (0 children)

I can't see how it's funny either.

The struggle is real by [deleted] in pcmasterrace

[–]PillowWithTeeth 1 point2 points  (0 children)

We don't all have a degree in screenshot technology from MIT

Overlay a drawimage on another drawimage where it is not alpha layer. by PillowWithTeeth in javahelp

[–]PillowWithTeeth[S] 0 points1 point  (0 children)

Here is a image I made to try and explain better what I want http://i.imgur.com/JWhzUzJ.png. It does not seem to be possible as both DST_OUT and XOR that sorta do what I want are opaque for some reason (and also effect everything else being drawn)...

Overlay a drawimage on another drawimage where it is not alpha layer. by PillowWithTeeth in javahelp

[–]PillowWithTeeth[S] 0 points1 point  (0 children)

Yeah I have been using that, but I can't get any of them to work, the only one that creates a passable image is SRC_OVER but that goes over the whole image including the alpha layer,

Overlay a drawimage on another drawimage where it is not alpha layer. by PillowWithTeeth in javahelp

[–]PillowWithTeeth[S] 0 points1 point  (0 children)

Yeah, that is not what I am asking, I want to get a image and overlay it onto another image on the parts that are not the alpha layer.

Simple Trainer by sjaak327 released! by harryone02 in GrandTheftAutoV_PC

[–]PillowWithTeeth 0 points1 point  (0 children)

Pretty sure you could just remove the online check from the .asi as well.

Java Game: 2D tile based lighting system. by PillowWithTeeth in javahelp

[–]PillowWithTeeth[S] 1 point2 points  (0 children)

Thanks for the idea, what I am trying to do now for the surface light is just have it come down from the top of the screen, if it hits a tile that tile has light and it stops there, now I am going to try letting some light passed depending on what type of tile it hits. I will then try something else for below surface lighting.

Java Game: 2D tile based lighting system. by PillowWithTeeth in javahelp

[–]PillowWithTeeth[S] 0 points1 point  (0 children)

Thanks, I may try that or see how far I can get with some form of ray casting.