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siwu

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Everything posted by siwu

  1. Hey folks Well, all I can say is that I'm not dead , and I really do appreciate your concern about me, really. I'm sorry I dropped out from here, but I had real life issue to settle and a lot of work to do. Lately I've been involved in the Mac OSX x86 community, well, before maxxuss took over the job I'm still in contact with StevieBM on msn, and if you wanna reach me, you can still try the pm In the mean time, I hope you're still having a great time here, it's been fun to work here for a while, and who knows, maybe I'll come back Cya folks Siwu
  2. Well the thing is I definitely didn't have time to continue the development of Sinapse. Eventually I'll release the sources if I can't continue development.
  3. The problem with really large resolutions is that the 3D card don't handle them very well, combined with the fact that you have 1:1 textures, the result is what you experience right now: slow. The workaround would be to allow the card to render less pixels, hence increase the performance. I'm sure you don't play games at 1920x1200
  4. In fact, there is a way to do this, but the graphics won't be as sharp as in the native resolution. The technique is to create let's say a 1024x768 device, and then extend it to 1920x1200. I'll have to look into it though...
  5. @bolero: did you really click the save button ? i know it's a stupid question but still, if you close the dialog, the settings you entered will be discarded
  6. Exception Type: Microsoft.DirectX.Direct3D.OutOfVideoMemoryException Hummm, it's weird because Direct3D told that you haven't any video memory left, but at initialization, really weird. Try to delete the SinapseConfig.xml file and run sinapse again.
  7. Okay I would suggest you to copy Siwu_test1.xml into another file. Then open this file and search for this: public override void OnMouseEnter(ISinapse Sinapse, IWindow3D Window) { Sinapse.Effects += Effect.Queue ( new TextWriter(Window, new CosinusInterpolator(1, 0), Window.Text) ); foreach (IWindow3D window in Sinapse.Windows) { if (window != Window) { Sinapse.Effects += Effect.Queue ( new Blend(window, new CosinusInterpolator(300, 0), 100) ); } } } And remove this: foreach (IWindow3D window in S
  8. Okay first, you shouldn't worry about installing beta software from microsoft, I mean, they have the most useable beta software Also, I've been developping this software for two months now, on a BETA IDE (Visual Studio 2005) and on a BETA Framework. And so far, i've seen ONLY ONE bug in it, and it's related to the context menu. And it's not that bad. Also, yes i'm sure you will be able to update the beta. I know how you feel, i've been there , but hey, .NET is really a GREAT and HUGE thing, so go ahead
  9. I was young, and drunk.
  10. No i'm not dead Yes, expire is dead, but hey, here is the new beast ! Okay here is the first release of my new application, Sinapse. What is sinapse ? Well, here's the readme: YES it uses the .NET Framework 2.0 BETA, I know, but hey, this thingie brings such great features YOU NEED THE .NET FRAMEWORK 2.0, DOWNLOAD here Sinapse_v0.1.zip (387kb)
  11. ID&T and Tiesto so f*cking rulz !!! siwu
  12. @raduking: You are very courageous to start a new dock Let me give you my advice: use Direct3D, or DirectDraw And also, use Visual Studio 2003 or even 2005 Beta 1 C++ Express (free), I can assure you it will be A LOT simpler and pleasent to dev with Also, if you use 2003, grab Visual Assist X siwu
  13. About CherryOS, it am pretty surprised that no one noticed in the video the white bar between the actual OSX screen and the window titlebar. JUST LIKE PEARPC (non SDL). Also G5 emulation IS possible, but it will be slow as hell (translating 32 bits addresses to 64 bits, and BACK, which is the hardest part of course...). Since G5 have the same amount of memory as PC, it can be done (a G5 memory address can he translated back to 32 bits, because the G5 has less that 4gb of memory, which is the 32 bits integer limit (2^32-1)). Just my opinion though... siwu
  14. Like, I said, if this can be done, I would be VERY pleased (as well as impressed). siwu
  15. Here's what I posted at the expire board: Well, I really doubt it could be possible to achieve border transparency for borders only. or with a lot of dirty stuff (like a layered window emulating the border and non client area) Let me explain the different rendering depths involved: - RGB, which is 1 byte per channel: 1 * 3 * 8 = 24 bits - XRGB, which is RGB plus a 1 dummy byte: (1 * 8) + (1 * 3 * 8) = 32 bits - ARGB, which is RGB plus a 1 byte alpha channel: (1 * 8) + (1 * 3 * 8) = 32 bits So let's not confuse what you are using when you set your screen depth to 32 bits. Actually
  16. Well, I don't think it's working like that. Actually, as I saw, they say they use HW acceleration for blitting, and not layered windows. That means Direct3D or DirectDraw. And since they are using DirectDraw because you can draw outside the clipping region of a window. However, that would require manual overlapping if you have windows opened. siwu
  17. Well, doing widget with OpenGL is impossible. However, doing it with DirectDraw (thus using HW acceleration) is possible. This is how StartDock do with their DirectUI technology (I think, since you can draw wherever on the screen with DirectDraw). siwu
  18. As the changelog says: The download link is the same siwu
  19. Weird, really weird.... Actually this error is not due to a bad SPW file, but to the library cannot find the SPrintWindowDrv.sys file. Well, try to put it in the \Windows or \Windows\System32 directory, of even only C:\. siwu
  20. This error is actually: ERROR_PATH_NOT_FOUND (retrieved via GetLastError()). It means that the dll didn't find the SPrintWindowDrv.sys file. However, it's pretty weird because the DLL is locating itself and expect to find the driver in the same directory. Did you try with the sample program ? Maybe it's because of delphi :/ You should check the working directory of your executable file, this maybe the cause. siwu
  21. This is the library I used to make the video of this thread siwu
  22. Hi people ! I'm proud to present the first beta of the SPrintWindow library ! I do hope you will find it cool. For the moment, some API are quite unstable and are marked as so. The documentation is included, InfoFetch aswell, and a sample program SPrintWindow_0.1_BETA.zip (472 kb) If you like this project, don't forget to ! siwu
  23. Well, you shouldn't forget than Longhorn will ships in 2006, that leaves a LOT of time for changes. Does anyone remember OSX RC1 ? it looked like OS9 and aqua wasn't introduced before RC2 So stop flaming at Longhorn, because from a developper point of view, it will KICK ASS. But yeah I do think people do not want only mac related stuff. siwu
  24. Okay I made a function that uses SSE to optimize bitmap changes. Here it is: __asm { mov eax, realPtr mov ebx, cachePtr mov ecx, videoPtr mov esi, realSize xor edi, edi $loop1: prefetchnta 16[EAX] // prefecth next 4 pixels prefetchnta 16[EBX] movapd xmm0, [eax] // read 16 bytes in the window DIB movapd xmm1, [ebx] // read 16 bytes in the cache DIB cmpsd xmm1, xmm0, 0 // compare the four pixels movmskps edi, xmm1 // mov the comparison mask to edi test edi, edi // check if the pixels are the same jnz $end_loop // loop if the pixels ar
  25. Well, the problem in entirely 3D desktop is actually the AGP bandwidth. You simply can't afford to transfer n bitmaps in real time. But with OSX, the bitmap is still your screen res (because of window overlapping, you don't have to send the "overlapped" part of the bitmap). But, as I see it, the only problem with the SPrintWindowSetDIB() API is that the bitmap itself will be in video memory (for both writing and reading). Reading from video memory is 40 times SLOWER that writing (because reading is STILL done through PCI). And because the windows kernel reads a lot it's redirected windows b
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