Runs this time, but notice screenshot: http://www.sendspace.com/file/vxvid5
Happens when I move the window.
Very first impressions:
1) would like to resize window
2) would like to use Ctrl-Z shortcut
3) FFT is very slow :) - not sure about the results (can't resize window)
4) app window is higher than my screen resolution (1366x768 minus taskbar) = annoying :)
Hope this helps.
Try out LodePaint!
Ouch! That is not good. So far I have no idea what could be causing that. The startup screen resolution can be changed though, and this by using Settings | Options... and there the Screen Width and Screen Height options. Then close and reopen the program and the new resolution will be there.
Maybe I'll just change the default to 700 high or something, so that people with laptops get a proper first experience. It sucks that with OpenGL it's not easy to change screen size without reloading everything or even better, have a resizable external window, I know some games can do it but finding out how (and how multi platform that will be) is something for later...
How slow is it for you? For me it's 3 seconds for an image of 1280*1024 pixels, on an Intel E6600 (2.4GHz).
EDIT: It looks like I accidently swapped width and height for the default startup resolution. The window becomes 768*1024 instead of 1024*768 pixels... Sorry for that. Anyway, it can be changed in the settings fortunately :)
[Edited by - Lode on December 13, 2009 3:13:23 PM]
Maybe I'll just change the default to 700 high or something, so that people with laptops get a proper first experience. It sucks that with OpenGL it's not easy to change screen size without reloading everything or even better, have a resizable external window, I know some games can do it but finding out how (and how multi platform that will be) is something for later...
Quote: Original post by irreversible
3) FFT is very slow :) - not sure about the results (can't resize window)
How slow is it for you? For me it's 3 seconds for an image of 1280*1024 pixels, on an Intel E6600 (2.4GHz).
EDIT: It looks like I accidently swapped width and height for the default startup resolution. The window becomes 768*1024 instead of 1024*768 pixels... Sorry for that. Anyway, it can be changed in the settings fortunately :)
[Edited by - Lode on December 13, 2009 3:13:23 PM]
Several seconds for an 8MP image (around 3500x2800). I'm using Photoshop as a reference where a highpass filter runs on same image in about half a second.
Lookig forward to your next version, anyway!
NeHe's window code does dynamic resizing - unless you're destroying the window you don't need to destroy the rendering context, which means you won't have to re-load your resources. I'd suggest not using a fixed size pipeline: cap minimum window size (do not allow the user to resize the window below certain threshold, eg the width of the button bar) and when resizing only change the size of the image draw area, not any of the control areas. I should imagine this isn't too much different in SDL than it is in vanilla OpenGL.
Lookig forward to your next version, anyway!
Quote:
It sucks that with OpenGL it's not easy to change screen size without reloading everything or even better, have a resizable external window, I know some games can do it but finding out how (and how multi platform that will be) is something for later...
NeHe's window code does dynamic resizing - unless you're destroying the window you don't need to destroy the rendering context, which means you won't have to re-load your resources. I'd suggest not using a fixed size pipeline: cap minimum window size (do not allow the user to resize the window below certain threshold, eg the width of the button bar) and when resizing only change the size of the image draw area, not any of the control areas. I should imagine this isn't too much different in SDL than it is in vanilla OpenGL.
Quote: Original post by irreversible
NeHe's window code does dynamic resizing - unless you're destroying the window you don't need to destroy the rendering context, which means you won't have to re-load your resources. I'd suggest not using a fixed size pipeline: cap minimum window size (do not allow the user to resize the window below certain threshold, eg the width of the button bar) and when resizing only change the size of the image draw area, not any of the control areas. I should imagine this isn't too much different in SDL than it is in vanilla OpenGL.
Cool! Thanks for the info. Some more google searches brought up some interesting gamedev threads too :) I spent some time on that and think it's working. This seems to be some very fragile stuff though, so it'd be a miracle if this works correct on every computer. Works for me on Linux and WinXP though.
Does the resizing work for you? (I updated the zip files).
Next on my list is keyboard shortcuts I guess...
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement