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		<title>projectile physics</title>
		<link>http://www.allegro.cc/forums/view/612799</link>
		<description>Allegro.cc Forum Thread</description>
		<webMaster>matthew@allegro.cc (Matthew Leverton)</webMaster>
		<lastBuildDate>Fri, 14 Jun 2013 06:48:56 +0000</lastBuildDate>
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		<description><![CDATA[<div class="mockup v2"><p><span class="remote-thumbnail"><span class="json">{"name":"607671","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/1\/0103dee20ab34629b707f92cac41a18a.png","w":2560,"h":1440,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/1\/0103dee20ab34629b707f92cac41a18a"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/0/1/0103dee20ab34629b707f92cac41a18a-240.jpg" alt="607671" width="240" height="135" /></span></p><p>I&#39;m trying to eventually make something that resembles Shadow of Chernobyl. Here&#39;s the projectile physics. There are no collisions yet, but I&#39;m planning to have projectiles collide with the terrain by finding out each frame if it&#39;s height is above or below the terrain with the same x and y as the projectile.</p><p>I&#39;ll try to upload an OpenGL template program later, if anyone wants to help me with implementing textures in it that would be cool, since I suck at learning new things in programming and learn best by example.</p><p>edit: Here&#39;s the template program. I&#39;ve improved the Perlin noise 2d algorithm to repeat every 65536 units instead of 256, and to behave the same with negative inputs as with positive inputs.
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		</description>
		<author>no-reply@allegro.cc (altalena)</author>
		<pubDate>Thu, 13 Jun 2013 13:51:04 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I got the NoisyTrees example to compile and run on linux by setting bool compatibility to 1, even though I&#39;m not using an analog monitor.  Otherwise it just said &quot;Failed to create display&quot;.  The template example wouldn&#39;t run with compatibility = 1.</p><p>It appears the projectiles are dropping off in the distance due to gravity?</p><p>To use textures:
</p><div class="source-code"><div class="toolbar"><span class="button numbers"><b>#</b></span><span class="button select">Select</span><span class="button expand">Expand</span></div><div class="inner"><span class="number">  1</span>  terrainimg <span class="k3">=</span> <a href="http://www.allegro.cc/manual/al_load_bitmap"><span class="a">al_load_bitmap</span></a><span class="k2">(</span>terrain_name<span class="k2">)</span><span class="k2">;</span>
<span class="number">  2</span>  <span class="k1">if</span><span class="k2">(</span><span class="k3">!</span>terrainimg<span class="k2">)</span>
<span class="number">  3</span>  <span class="k2">{</span>
<span class="number">  4</span>    <span class="c">//al_show_native_message_box(0,"Error","Unable to load terrain file","",NULL,0);</span>
<span class="number">  5</span>    <a href="http://www.delorie.com/djgpp/doc/libc/libc_345.html" target="_blank">fprintf</a><span class="k2">(</span>stderr,<span class="s">"Can't load terrain image\n"</span><span class="k2">)</span><span class="k2">;</span>
<span class="number">  6</span>    <span class="k1">return</span> <span class="n">1</span><span class="k2">;</span>
<span class="number">  7</span>  <span class="k2">}</span>
<span class="number">  8</span>
<span class="number">  9</span>  terrainimgID <span class="k3">=</span> <a href="http://www.allegro.cc/manual/al_get_opengl_texture"><span class="a">al_get_opengl_texture</span></a><span class="k2">(</span>terrainimg<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 10</span>  glBindTexture<span class="k2">(</span>GL_TEXTURE_2D,terrainimgID<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 11</span>  glTexParameteri<span class="k2">(</span>GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 12</span>  glTexParameteri<span class="k2">(</span>GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 13</span>
<span class="number"> 14</span>  <span class="c">//Assuming you have one large image for terrain</span>
<span class="number"> 15</span>  terrainimg <span class="k3">=</span> <a href="http://www.allegro.cc/manual/al_load_bitmap"><span class="a">al_load_bitmap</span></a><span class="k2">(</span>terrain_image_filename<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 16</span>  <span class="k1">if</span><span class="k2">(</span><span class="k3">!</span>terrainimg<span class="k2">)</span>
<span class="number"> 17</span>  <span class="k2">{</span>
<span class="number"> 18</span>    <span class="c">//al_show_native_message_box(0,"Error","Unable to load terrain file","",NULL,0);</span>
<span class="number"> 19</span>    <a href="http://www.delorie.com/djgpp/doc/libc/libc_345.html" target="_blank">fprintf</a><span class="k2">(</span>stderr,<span class="s">"Can't load terrain image\n"</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 20</span>    <span class="k1">return</span> <span class="n">1</span><span class="k2">;</span>
<span class="number"> 21</span>  <span class="k2">}</span>
<span class="number"> 22</span>
<span class="number"> 23</span>  terrainimgID <span class="k3">=</span> <a href="http://www.allegro.cc/manual/al_get_opengl_texture"><span class="a">al_get_opengl_texture</span></a><span class="k2">(</span>terrainimg<span class="k2">)</span><span class="k2">;</span>  <span class="c">//It needs a number to associate which image you want to show at the moment</span>
<span class="number"> 24</span>  glBindTexture<span class="k2">(</span>GL_TEXTURE_2D,terrainimgID<span class="k2">)</span><span class="k2">;</span>    <span class="c">//the actual association</span>
<span class="number"> 25</span>  glTexParameteri<span class="k2">(</span>GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR<span class="k2">)</span><span class="k2">;</span>  <span class="c">//make it look nicer</span>
<span class="number"> 26</span>  glTexParameteri<span class="k2">(</span>GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 27</span>  glEnable<span class="k2">(</span>GL_TEXTURE_2D<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 28</span>  .
<span class="number"> 29</span>  .
<span class="number"> 30</span>  .
<span class="number"> 31</span>  glColor4f<span class="k2">(</span><span class="n">1</span>.<span class="n">0</span>,<span class="n">1</span>.<span class="n">0</span>,<span class="n">1</span>.<span class="n">0</span>,<span class="n">1</span>.<span class="n">0</span><span class="k2">)</span><span class="k2">;</span>  <span class="c">//leave color full strength, the image will do the colors now</span>
<span class="number"> 32</span>
<span class="number"> 33</span>  <span class="c">//in the display loop</span>
<span class="number"> 34</span>
<span class="number"> 35</span>  glBegin<span class="k2">(</span>GL_TRIANGLES<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 36</span>
<span class="number"> 37</span>  <span class="c">//glColor4f(0.2f,0.2f,0.2f,1.0f);</span>
<span class="number"> 38</span>  glTexCoord2f<span class="k2">(</span><span class="k1">float</span> x, <span class="k1">float</span> y<span class="k2">)</span><span class="k2">;</span>    <span class="c">//where x and y vary across the texture (no matter what size) from 0.0 to 1.0</span>
<span class="number"> 39</span>            <span class="c">//The x is 0.0 at left edge, 1.0 at right edge.</span>
<span class="number"> 40</span>            <span class="c">//The y is 0.0 at bottom edge, 1.0 at top edge.  Or you could flip the image in a paint app.</span>
<span class="number"> 41</span>  glVertex3d<span class="k2">(</span>wc<span class="k2">[</span><span class="n">0</span><span class="k2">]</span>,wc<span class="k2">[</span><span class="n">2</span><span class="k2">]</span>,wc<span class="k2">[</span><span class="n">4</span><span class="k2">]</span><span class="k2">)</span><span class="k2">;</span>
</div></div><p>
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Arthur Kalliokoski)</author>
		<pubDate>Thu, 13 Jun 2013 22:40:18 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Thanks for the help, your code showed me that my problem is with al_load_bitmap.<br />al_load_bitmap(&quot;c:\noise.png&quot;) and al_load_bitmap(&quot;noise.png&quot;) both return zero, and i&#39;ve got a copy of the .png in both the .exe folder and in the root of my c drive. I&#39;ve attached the updated code. Maybe it works in Linux!</p><p>The program uses 9.8 m/s^2 to simulate gravity, and uses a formula for parasitic drag forces to slow down the projectile. I&#39;m using a separate camera to handle the gun, but the same camera as the terrain to handle the projectiles, as I just accidentally figured out how to rotate points using a pre-computed matrix, and that&#39;s what I use to make the projectile start where the muzzle is, instead of the middle of the screen. I just gotta use that matrix to make the pistol use the same camera as the terrain and icosahedron-bullets.</p><p>This explanation should help anyone who doesn&#39;t get vertex rotation using matrices:<br />generate a unit vector starting from your eye, going directly to your right. now make another going straight up, and another straight ahead. multiply your vertex&#39;s x coordinate by the components of the right vector, the y by the components of the up vector, and the z by the components of the forward vector. add all three vectors, and you&#39;ve rotated your point.</p><p>I&#39;m glad I finally figured that out, I&#39;d given up hope of understanding how matrix multiplication could rotate a set of points.</p><p>edit: the parasitic drag was making the bullets follow a weird bendy trajectory, fixed!
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		</description>
		<author>no-reply@allegro.cc (altalena)</author>
		<pubDate>Fri, 14 Jun 2013 04:28:33 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Here&#39;s an example that came from some 20 year old Abrash post on Dr. Dobbs or something.</p><div class="source-code"><div class="toolbar"><span class="button numbers"><b>#</b></span><span class="button select">Select</span><span class="button expand">Expand</span></div><div class="inner"><span class="number">  1</span><span class="c">//Multiply a point (4x1 matrix) by an OpenGL matrix to transform/rotate into correct camera position</span>
<span class="number">  2</span><span class="k1">void</span> xform_vertex_to_mat4<span class="k2">(</span><span class="k1">float</span> <span class="k3">*</span>matrix, <span class="k1">float</span> <span class="k3">*</span>vecin, <span class="k1">float</span> <span class="k3">*</span>vecout<span class="k2">)</span>
<span class="number">  3</span><span class="k2">{</span>
<span class="number">  4</span>  vecout<span class="k2">[</span><span class="n">0</span><span class="k2">]</span> <span class="k3">=</span>
<span class="number">  5</span>    vecin<span class="k2">[</span><span class="n">0</span><span class="k2">]</span><span class="k3">*</span>matrix<span class="k2">[</span><span class="n">0</span><span class="k2">]</span><span class="k3">+</span>
<span class="number">  6</span>    vecin<span class="k2">[</span><span class="n">1</span><span class="k2">]</span><span class="k3">*</span>matrix<span class="k2">[</span><span class="n">4</span><span class="k2">]</span><span class="k3">+</span>
<span class="number">  7</span>    vecin<span class="k2">[</span><span class="n">2</span><span class="k2">]</span><span class="k3">*</span>matrix<span class="k2">[</span><span class="n">8</span><span class="k2">]</span><span class="k3">+</span>
<span class="number">  8</span>      matrix<span class="k2">[</span><span class="n">12</span><span class="k2">]</span><span class="k2">;</span>
<span class="number">  9</span>
<span class="number"> 10</span>  vecout<span class="k2">[</span><span class="n">1</span><span class="k2">]</span> <span class="k3">=</span>
<span class="number"> 11</span>    vecin<span class="k2">[</span><span class="n">0</span><span class="k2">]</span><span class="k3">*</span>matrix<span class="k2">[</span><span class="n">1</span><span class="k2">]</span><span class="k3">+</span>
<span class="number"> 12</span>    vecin<span class="k2">[</span><span class="n">1</span><span class="k2">]</span><span class="k3">*</span>matrix<span class="k2">[</span><span class="n">5</span><span class="k2">]</span><span class="k3">+</span>
<span class="number"> 13</span>    vecin<span class="k2">[</span><span class="n">2</span><span class="k2">]</span><span class="k3">*</span>matrix<span class="k2">[</span><span class="n">9</span><span class="k2">]</span><span class="k3">+</span>
<span class="number"> 14</span>      matrix<span class="k2">[</span><span class="n">13</span><span class="k2">]</span><span class="k2">;</span>
<span class="number"> 15</span>
<span class="number"> 16</span>  vecout<span class="k2">[</span><span class="n">2</span><span class="k2">]</span> <span class="k3">=</span>
<span class="number"> 17</span>    vecin<span class="k2">[</span><span class="n">0</span><span class="k2">]</span><span class="k3">*</span>matrix<span class="k2">[</span><span class="n">2</span><span class="k2">]</span><span class="k3">+</span>
<span class="number"> 18</span>    vecin<span class="k2">[</span><span class="n">1</span><span class="k2">]</span><span class="k3">*</span>matrix<span class="k2">[</span><span class="n">6</span><span class="k2">]</span><span class="k3">+</span>
<span class="number"> 19</span>    vecin<span class="k2">[</span><span class="n">2</span><span class="k2">]</span><span class="k3">*</span>matrix<span class="k2">[</span><span class="n">10</span><span class="k2">]</span><span class="k3">+</span>
<span class="number"> 20</span>      matrix<span class="k2">[</span><span class="n">14</span><span class="k2">]</span><span class="k2">;</span>
<span class="number"> 21</span><span class="k2">}</span>
</div></div><p>
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		</description>
		<author>no-reply@allegro.cc (Arthur Kalliokoski)</author>
		<pubDate>Fri, 14 Jun 2013 04:37:12 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Wow i feel stupid for not figuring this matrix vector thing out sooner. One less thing on my to-do list i guess.</p><div class="source-code snippet"><div class="inner"><pre>            unit_vector<span class="k2">[</span><span class="n">0</span><span class="k2">]</span><span class="k3">=</span><span class="n">1</span>.<span class="n">0</span><span class="k3">*</span><a href="http://www.delorie.com/djgpp/doc/libc/libc_113.html" target="_blank">cos</a><span class="k2">(</span>phi<span class="k3">*</span>M_2PIE<span class="k3">/</span><span class="n">400</span>.<span class="n">0</span><span class="k2">)</span><span class="k3">*</span><a href="http://www.delorie.com/djgpp/doc/libc/libc_113.html" target="_blank">cos</a><span class="k2">(</span>theta<span class="k3">*</span>M_2PIE<span class="k3">/</span><span class="n">400</span>.<span class="n">0</span><span class="k2">)</span><span class="k2">;</span>
            unit_vector<span class="k2">[</span><span class="n">1</span><span class="k2">]</span><span class="k3">=</span><span class="n">1</span>.<span class="n">0</span><span class="k3">*</span><a href="http://www.delorie.com/djgpp/doc/libc/libc_728.html" target="_blank">sin</a><span class="k2">(</span>phi<span class="k3">*</span>M_2PIE<span class="k3">/</span><span class="n">400</span>.<span class="n">0</span><span class="k2">)</span><span class="k3">*</span><a href="http://www.delorie.com/djgpp/doc/libc/libc_113.html" target="_blank">cos</a><span class="k2">(</span>theta<span class="k3">*</span>M_2PIE<span class="k3">/</span><span class="n">400</span>.<span class="n">0</span><span class="k2">)</span><span class="k2">;</span>
            unit_vector<span class="k2">[</span><span class="n">2</span><span class="k2">]</span><span class="k3">=</span><span class="n">1</span>.<span class="n">0</span><span class="k3">*</span><a href="http://www.delorie.com/djgpp/doc/libc/libc_728.html" target="_blank">sin</a><span class="k2">(</span>theta<span class="k3">*</span>M_2PIE<span class="k3">/</span><span class="n">400</span>.<span class="n">0</span><span class="k2">)</span><span class="k2">;</span>
            unit_vector<span class="k2">[</span><span class="n">3</span><span class="k2">]</span><span class="k3">=</span><span class="n">1</span>.<span class="n">0</span><span class="k3">*</span><a href="http://www.delorie.com/djgpp/doc/libc/libc_113.html" target="_blank">cos</a><span class="k2">(</span><span class="k2">(</span>phi-100.0<span class="k2">)</span><span class="k3">*</span>M_2PIE<span class="k3">/</span><span class="n">400</span>.<span class="n">0</span><span class="k2">)</span><span class="k3">*</span><a href="http://www.delorie.com/djgpp/doc/libc/libc_113.html" target="_blank">cos</a><span class="k2">(</span>theta<span class="k3">*</span>M_2PIE<span class="k3">/</span><span class="n">400</span>.<span class="n">0</span><span class="k2">)</span><span class="k2">;</span>
            unit_vector<span class="k2">[</span><span class="n">4</span><span class="k2">]</span><span class="k3">=</span><span class="n">1</span>.<span class="n">0</span><span class="k3">*</span><a href="http://www.delorie.com/djgpp/doc/libc/libc_728.html" target="_blank">sin</a><span class="k2">(</span><span class="k2">(</span>phi-100.0<span class="k2">)</span><span class="k3">*</span>M_2PIE<span class="k3">/</span><span class="n">400</span>.<span class="n">0</span><span class="k2">)</span><span class="k3">*</span><a href="http://www.delorie.com/djgpp/doc/libc/libc_113.html" target="_blank">cos</a><span class="k2">(</span>theta<span class="k3">*</span>M_2PIE<span class="k3">/</span><span class="n">400</span>.<span class="n">0</span><span class="k2">)</span><span class="k2">;</span>
            unit_vector<span class="k2">[</span><span class="n">5</span><span class="k2">]</span><span class="k3">=</span><span class="n">1</span>.<span class="n">0</span><span class="k3">*</span><a href="http://www.delorie.com/djgpp/doc/libc/libc_728.html" target="_blank">sin</a><span class="k2">(</span>theta<span class="k3">*</span>M_2PIE<span class="k3">/</span><span class="n">400</span>.<span class="n">0</span><span class="k2">)</span><span class="k2">;</span>
            unit_vector<span class="k2">[</span><span class="n">6</span><span class="k2">]</span><span class="k3">=</span><span class="n">1</span>.<span class="n">0</span><span class="k3">*</span><a href="http://www.delorie.com/djgpp/doc/libc/libc_113.html" target="_blank">cos</a><span class="k2">(</span>phi<span class="k3">*</span>M_2PIE<span class="k3">/</span><span class="n">400</span>.<span class="n">0</span><span class="k2">)</span><span class="k3">*</span><a href="http://www.delorie.com/djgpp/doc/libc/libc_113.html" target="_blank">cos</a><span class="k2">(</span><span class="k2">(</span>theta<span class="k3">+</span><span class="n">100</span>.<span class="n">0</span><span class="k2">)</span><span class="k3">*</span>M_2PIE<span class="k3">/</span><span class="n">400</span>.<span class="n">0</span><span class="k2">)</span><span class="k2">;</span>
            unit_vector<span class="k2">[</span><span class="n">7</span><span class="k2">]</span><span class="k3">=</span><span class="n">1</span>.<span class="n">0</span><span class="k3">*</span><a href="http://www.delorie.com/djgpp/doc/libc/libc_728.html" target="_blank">sin</a><span class="k2">(</span>phi<span class="k3">*</span>M_2PIE<span class="k3">/</span><span class="n">400</span>.<span class="n">0</span><span class="k2">)</span><span class="k3">*</span><a href="http://www.delorie.com/djgpp/doc/libc/libc_113.html" target="_blank">cos</a><span class="k2">(</span><span class="k2">(</span>theta<span class="k3">+</span><span class="n">100</span>.<span class="n">0</span><span class="k2">)</span><span class="k3">*</span>M_2PIE<span class="k3">/</span><span class="n">400</span>.<span class="n">0</span><span class="k2">)</span><span class="k2">;</span>
            unit_vector<span class="k2">[</span><span class="n">8</span><span class="k2">]</span><span class="k3">=</span><span class="n">1</span>.<span class="n">0</span><span class="k3">*</span><a href="http://www.delorie.com/djgpp/doc/libc/libc_728.html" target="_blank">sin</a><span class="k2">(</span><span class="k2">(</span>theta<span class="k3">+</span><span class="n">100</span>.<span class="n">0</span><span class="k2">)</span><span class="k3">*</span>M_2PIE<span class="k3">/</span><span class="n">400</span>.<span class="n">0</span><span class="k2">)</span><span class="k2">;</span>
</pre></div></div><p>
That&#39;s how to make the unit vectors for 2-axis rotation, I&#39;m using 400ths of a circle to avoid rounding errors from using radians. Obviously, use 360 for 400 and 90 for 100 if you&#39;re using degrees. 0-2 is out vector, 3-5 is right vector, and 6-8 is up vector.</p><p>I have no idea how to get the image to load in my program, however.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (altalena)</author>
		<pubDate>Fri, 14 Jun 2013 04:56:57 +0000</pubDate>
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	<item>
		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title"><a href="http://www.allegro.cc/forums/thread/612799/985037#target">altalena</a> said:</div><div class="quote"><p> I have no idea how to get the image to load in my program, however.
</p></div></div><div class="source-code snippet"><div class="inner"><pre>If you<span class="s">'re using an IDE, it'</span>s probably messing up your current directory, so <span class="k1">try</span> <span class="k1">this</span>
  ALLEGRO_PATH <span class="k3">*</span>path<span class="k2">;</span>
  path <span class="k3">=</span> <a href="http://www.allegro.cc/manual/al_get_standard_path"><span class="a">al_get_standard_path</span></a><span class="k2">(</span>ALLEGRO_RESOURCES_PATH<span class="k2">)</span><span class="k2">;</span>
  <a href="http://www.allegro.cc/manual/al_change_directory"><span class="a">al_change_directory</span></a><span class="k2">(</span><a href="http://www.allegro.cc/manual/al_path_cstr"><span class="a">al_path_cstr</span></a><span class="k2">(</span>path,ALLEGRO_NATIVE_PATH_SEP<span class="k2">)</span><span class="k2">)</span><span class="k2">;</span>
</pre></div></div><p>

What?  You already have allegro_image.h in your include list.
</p><div class="source-code snippet"><div class="inner"><pre>  <a href="http://www.allegro.cc/manual/ALLEGRO_BITMAP"><span class="a">ALLEGRO_BITMAP</span></a> <span class="k3">*</span>random_image_ptr<span class="k2">;</span>
  random_image_ptr <span class="k3">=</span> <a href="http://www.allegro.cc/manual/al_load_bitmap"><span class="a">al_load_bitmap</span></a><span class="k2">(</span><span class="s">"my_random_image.bmp"</span><span class="k2">)</span><span class="k2">;</span>
  <span class="k1">if</span><span class="k2">(</span>random_image_ptr <span class="k3">=</span><span class="k3">=</span> <span class="n">0</span><span class="k2">)</span>
  <span class="k2">{</span>
     <span class="c">//al_show_native_message_box(0,"Error","Unable to load terrain file","",NULL,0);</span>
     <a href="http://www.delorie.com/djgpp/doc/libc/libc_345.html" target="_blank">fprintf</a><span class="k2">(</span>stderr,<span class="s">"Can't load terrain image\n"</span><span class="k2">)</span><span class="k2">;</span>
     <span class="k1">return</span> <span class="n">1</span><span class="k2">;</span>
  <span class="k2">}</span>
</pre></div></div><p>

[EDIT]</p><p>Oh, yeah, you&#39;ll have to link in allegro_image.lib or whatever depending on your compiler.</p><p>[EDIT2]</p><p>FIXED: I should have stuck in the path stuff <i>before</i> the al_load_bitmap part <img src="http://www.allegro.cc/forums/smileys/undecided.gif" alt=":-/" />
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Arthur Kalliokoski)</author>
		<pubDate>Fri, 14 Jun 2013 05:06:53 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Ok. I&#39;m linking in C:\allegro\liballegro_image-5.0.8-static-mt.a and I&#39;m linking to all the other static libraries suggested by the code::blocks+mingw page on the wiki.</p><p>I&#39;m compiling the project and then running the .exe from an icon pinned to my w7 task bar. I put in the code 
</p><div class="source-code snippet"><div class="inner"><pre>  ALLEGRO_PATH <span class="k3">*</span>path<span class="k2">;</span>
  path <span class="k3">=</span> <a href="http://www.allegro.cc/manual/al_get_standard_path"><span class="a">al_get_standard_path</span></a><span class="k2">(</span>ALLEGRO_RESOURCES_PATH<span class="k2">)</span><span class="k2">;</span>
  <a href="http://www.allegro.cc/manual/al_change_directory"><span class="a">al_change_directory</span></a><span class="k2">(</span><a href="http://www.allegro.cc/manual/al_path_cstr"><span class="a">al_path_cstr</span></a><span class="k2">(</span>path,ALLEGRO_NATIVE_PATH_SEP<span class="k2">)</span><span class="k2">)</span><span class="k2">;</span>
</pre></div></div><p>

before trying to load the bitmap.</p><p>I&#39;ve attached my latest code, attempting to get this working. I appreciate the help.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (altalena)</author>
		<pubDate>Fri, 14 Jun 2013 05:36:28 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>I can&#39;t get it to load either, and I&#39;ve added al_init_image_addon(), removed the memory bitmap option, and have a &quot;noise.png&quot; (512x512, 24bpp) that loads fine in other A5 programs.  <br />I also tried a &quot;noise.bmp&quot; (windows bitmap).</p><p>By compiling the debug stuff, I get an allegro.log which says &quot;No handler for bitmap extensions .bmp - therefore not trying to load noise.bmp&quot;.  Why don&#39;t you get the <a href="http://cdn.allegro.cc/file/library/allegro/5.0.8/allegro-5.0.8-extra.zip">examples</a> and work with and extend those, specifically ex_gldepth.c?
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Arthur Kalliokoski)</author>
		<pubDate>Fri, 14 Jun 2013 06:21:49 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Thanks! The example program ex_bitmap.c compiles and runs with my current setup. I&#39;ll update as I try to extend the example into the program I&#39;m using. With luck, it should be as easy as getting the bitmap to load.</p><p>edit1: the noise.png loads in the example, so it&#39;s not a problem with the image file.</p><p>edit2: My program failed because I forgot al_init_image_addon();. Hilarious. Now the image loads.</p><p>edit3: My polys are textured now, just with text instead of the nice repeating perlin noise .png that I made.</p><p>edit4: gun and bullets textured now.</p><p>edit5: Textures are working!!! Sort of. They aren&#39;t being modified by glColor4d. It&#39;s probably a setting in glTexParameteri or glTexEnvi. Also I figured out how to turn texturing on and off. Does it work for you on Linux Arthur?</p><p>edit6: Working completely! Thanks for all the help. Too many edits?</p><p>edit7: forgot the .tif file, it goes in the program folder.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (altalena)</author>
		<pubDate>Fri, 14 Jun 2013 06:48:56 +0000</pubDate>
	</item>
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