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Author Topic: Kind of Paralel Event And Background Picture Move Pixel Problem  (Read 3842 times)

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serdar

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Kind of Paralel Event And Background Picture Move Pixel Problem
« on: September 01, 2010, 02:36:03 PM »

hi,

I'm trying to build a 4 click 360 degree panoroma without y axis (no looking up or down).
I attached a sample project.
serdarb.com/ParalelProblem.zip

My First problem is When I'm turning right in some situations I see a white pixel at the right end of the screen.
Can you also open my project and right click to see the white pixel...
It does not always happen. So I could not understand why? Will you have an idea?

Also there is a sprite on the scene that I'm changing the AlphaColor for a light effect.
I use the this.ApplyEvent to have a kind of paralell continious work
but my effect is not working...

You can see this effects working sample at Room2 without my panoroma behavior ...


Code: [Select]
this.ApplyEvent("myLightEvent");

on "myLightEvent"
{
var myLight = Scene.GetNode("myLight");

while(true)
{
for (var a=255;a >= 229;a=a-19)
{
   myLight.AlphaColor = MakeRGBA(a,a,a,255);
   Sleep(1);    
}
for (var aa=229;aa <= 255;aa=aa+23)
{
   myLight.AlphaColor = MakeRGBA(aa,aa,aa,255);
   Sleep(1);    
}
}
}

Mnemonic

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Re: Kind of Paralel Event And Background Picture Move Pixel Problem
« Reply #1 on: September 01, 2010, 03:39:08 PM »

No idea about the white line glitch. But the second problem is caused by the fact you're not actually moving the lights.

Code: WME Script
  1. myLight = myLight - mySpeed;
  2.  

should be

Code: WME Script
  1. myLight.X = myLight.X - mySpeed;
  2.  


Now, you probably don't want to hear this :) but I'm not sure the whole concept is the way to go. Firstly the background image is taking obscene amounts of video memory. No video card can support textures as big, so WME needs to cut it to smaller textures (which might be the reason for the glitch, now that I think of it). And you will probably find many problems with interactive spots. Are you going to move *everything* in the scene?

Also please see this thread for discussion on Sleep() command and framerate dependency.
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serdar

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Re: Kind of Paralel Event And Background Picture Move Pixel Problem
« Reply #2 on: September 01, 2010, 04:09:37 PM »

I aslo have some concerns about this concept :)

But i did not know the background images memory problems.
The only way I know To check memory is Task Manager... :) The RAM usage did not annoy me...
Are we talking about old machines? ...

Actually I thought to move all the things on the scene  :)
But I also see if they are much It can be a problem...

So what is the best way to do this kind of moves...

And for the Sleep Method, I have seen so many examples on the forum using Sleep(1);
So Just changing Sleep(1); to Sleep(18); is ok?

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Re: Kind of Paralel Event And Background Picture Move Pixel Problem
« Reply #3 on: September 01, 2010, 09:37:11 PM »

don't confuse RAM with Video card RAM. While the former is now very relaxed (8GB is not an exception), the Video card RAM is the one Mnemonic was talking about.
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Silverbristle

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Re: Kind of Paralel Event And Background Picture Move Pixel Problem
« Reply #4 on: September 02, 2010, 03:44:44 AM »

I suspect the white line glitch is because your texture exceeds 4048 pixels in width. Somehow I think you are going to have to get your texture to fit within the 4048x4048 pixels size and even that will require a decent videocard. I know some video cards do advertise for example 8096x8096 pixels texture support but that is under DirectX 10.
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serdar

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Re: Kind of Paralel Event And Background Picture Move Pixel Problem
« Reply #5 on: September 03, 2010, 09:46:54 PM »

hi,

I tried a new way with 1280x720 pics. I move 4 different entities.
I guess this is much better and usable but I want to learn your thoughts...
here is the example.
serdarb.com/BigTexture.zip

...

I now see the videocards' big texture limitations. Thank you very much.

But why Should I avoid using DirectX 10?
 

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