jules wrote:Thanks Max, you've been posting some impressive stuff! Nice job on the UI!
Yes jules Thanks a lot ... If the boss say that's nice, I'm proud!
void CoverFlowContext::start ()
void CoverFlowContext::run ()
Thread::sleep (jlimit(10, 100, roundFloatToInt(_threadLatency-(_ticks-_moveTicks))));
/* MessageManagerLock is absolutly needed here !
because we call repaint() */
const MessageManagerLock mmLock (Thread::getCurrentThread());
return; // another thread is trying to kill us;
_ticks = Time::getMillisecondCounterHiRes ();
/* refresh the OpenGL context */
// Compute distance between current cover and selected
double dx = _selected - _current;
if (dx != 0 && (_ticks-_moveTicks) > EFFECT_SPEED)
// Move the current cursor
if (jabs(dx) > 0.001)
_current += dx / 15;
_current = _selected;
// Record last tick
_moveTicks = Time::getMillisecondCounterHiRes ();
if (_animSelected > 0)
if (_ticks - _ticksSelected > EFFECT_SPEED_SELECTED)
_animSelected += 5;
// is the end of animation ?
if (_animSelected > 100)
_animSelected = 0;
_ticksSelected = Time::getMillisecondCounterHiRes ();
alimjan wrote:By the way, it is 4 threads i've notice in the Coverflow.
: Thread (T("CoverFlow")),
maxprod wrote:vishvesh wrote:Looks like I have got a bug for you.
Unfortunately I still haven't been able to get it working.
Yes, this is a strange problem ? Don't have time to search why because i've a lot of development to do. But I think it's a OpenGL initialization problem. Maybe i call some texture loading not in time. If someone read that and found solution, you can post here and will update the project with a correction patch.
Sorry for you man
alimjan wrote:maxprod, i saw some of your post with empressive UI (LookAndFeel) is that your design(code)? Would you be so kind to post a source code, if that is possible ? Or may be some snapshots? Thank you a lot.
vishvesh wrote:The posts are growing at exponential rate now!!!!!!!!!!!!! I intend to install Visual Studio and get working on this issue.
Dub wrote:Could it be that the white "background" is over writing the display or "always on top" or something? -
GLuint CoverFlowOpenGL::loadTexture (Image* textureImg);
GLuint CoverFlowOpenGL::loadTextureAlpha (Image* textureImg);
0, 4, textureImg->getWidth(), textureImg->getHeight(),
0, GL_BGRA_EXT, GL_UNSIGNED_BYTE,
Ok, i see. Try to comment :
- Code: Select all
in CoverFlowOpenGL void repaintGL ();
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