So i have never worked with double buffering before but i know that the basic idea is to draw an invisible layer for the next frame and leaving the old frame on until the new one is done and then replacing them. But how can i accomplish this?
Im rather new to the whole graphics thing and my teacher said that i need to use graphics.h for now. So im kinda stuck on it.
I dont think my code matters in this case so i wont post it.
Really all im trying to accomplish is a flickerless refresh ;D
Please give me a step by step explanation ;D
All the explanation on google were very vague only describing how it works rather than how to do it with the given commands.
Im using win10 and visual studio 2015 community.
EDIT: Im using the package from http://winbgim.codecutter.org/ .
Thanks in advance!
Yes you can. Simply use setactivepage() and setvisualpage().
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So I have been assigned a project on quite short notice, and given that I have a very small amount of experience with c++ I thought it would be a good idea to ask for some help from the community!
Basically, we have a .png which is an image of a baseball game, and we must use opencv (and its likes) to detect, outline and extract coordinates of the bat, using c++.
So far I have installed opencv onto visual studio 2019 and read through hours and hours of tutorials but feel like I have not made a huge amount of practical progress.
As a beginner, I'm wondering if there is anyone here who could make the path forward a bit more clear for me!
Template machine is one of the easy solutions, below is an example for template matching from open cv -
https://github.com/opencv/opencv/blob/master/samples/cpp/matchmethod_orb_akaze_brisk.cpp
You can do this with many other python library's -
https://scikit-image.org/docs/dev/auto_examples/features_detection/plot_template.html#sphx-glr-download-auto-examples-features-detection-plot-template-py
This will not solve object detection problems in general but will be able to find an object of your interest in many cases, this is one of the quick solutions that I can think of.
i'm working on altera board DE2-115 cyclone 4 and im using a framework called "Guilliani" dedicated for NIOS, the problem is i can't find any documentation no videos no forums nothing at all even google coudn't help me, hopefully some of you have heard of it before
If there is no documentation simply use something else. Its obviously a framework with no future in this case . I never heared of it either. What do you need it for? Maybe i can suggest you a alternative. Edit: http://guiliani.de/images/TES-Media/Guiliani_doc_1.5/index.html
i'm a newbie with cocos2dx, i'm trying to create a game using tilemaps with cocos2dx and tiled (.tmx), I don't know what if it's the good way to go, but I want to create an endless map, a game when you can run and run for ever if you want.
I was trying to use two tilemaps and repeat one next to each other without success (i'm still very limited in knowledge of cocos2dx :) ).
Did you recommend me this approach? if no, what do you recommend me?, if yes how can i put two tilemaps one next to each other?
You should follow this official tutorial to learn how to create good endless title map: http://www.cocos2d-x.org/docs/tutorial/parkour-game-with-javascript/chapter7/en
Even this is a tutorial for javascript but the class used is the same. Hope it help.
Hello and sorry for my broken English :)
I started working with cocox2d, and it became necessary to use jni for android. I know how to create *.h as invoke methods of C + +, but I do not understand how this is all done in cocos2dx. If anyone has encountered the problem, could you write an algorithm to explain or order :) I would be very grateful.
There is no specific algorithm for it.. Its just a process..
You can learn it in an efficient manner using this link
Its a great tutorial to understand its use.. I also learnt from here. Try to look into MessageJni.cpp file. You will come to know how to call android methods from your scene.. Hope this helps... :)
okay i'm making a game using c++ (for the engine) and openGL, now i've had lots of trouble using cal3d library for importing my 3d max models into my c++ project,
as a matter of fact i dunno where to even start, i can't find any decent guide and their documentation is pure shit really. i've been searching and trying stuff in this for over a month, but i don't even understand the file structure it uses so far :S
i really need some help, r there any other libraries? any decent guide i can use? i'm stuck
thnx alot
Rather than write your own exporter, consider using one of the built-in exporters for FBX, COLLADA, Crosswalk (.XSI), the Quake/Doom3 .MD3/.MD4 format, or even OBJ. It'll be much easier to parse the resulting file format on your end than to write and maintain a brand-new exporter.
Max is a complete pain for any kind of scripting or plugin. I'd suggest using maya instead if at all possible. You'll get better results for animation and rigging, too. I know it's not a direct answer to your question but part of the problem is the info for stuff like this is not easy to come by.