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  • Dec 17, 2009
    GorgonSetup_1.1.3638.20767.exe (Gorgon v1.1.3638.20767) file uploaded by tape.wyrm   -  
    Labels: Type-Installer OpSys-Windows Featured
    Labels: Type-Installer OpSys-Windows Featured
  • Dec 17, 2009
    GorgonExamplesSetup_1.1.3638.20767.exe (Gorgon Examples v1.1.3638.20767) file uploaded by tape.wyrm   -  
    Labels: Type-Installer OpSys-Windows Featured
    Labels: Type-Installer OpSys-Windows Featured
  • Dec 17, 2009
    r340 (Updated ChangeLog.html) committed by tape.wyrm   -   Updated ChangeLog.html
    Updated ChangeLog.html
  • Dec 17, 2009
    r339 (Updating versioning for packaging.) committed by tape.wyrm   -   Updating versioning for packaging.
    Updating versioning for packaging.
  • Dec 08, 2009
    r338 ([No log message]) committed by tape.wyrm   -   [No log message]
    [No log message]

Older

  • Dec 04, 2009
    issue 22 (Installer fails with .NET 4.0 beta installed.) Status changed by tape.wyrm   -   You'll require .NET 3.5 installed on your machine. Although I find it strange that you can't install .NET 3.5 with 4.0 installed, I've never had a problem installing an older version of .NET after a newer version. If .NET 3.5 is failing to install, then the problem lies with the .NET install. If this is the case then the only thing you can do is uninstall 4.0, install 3.5 and then re-install 4.0. This is beyond the scope of Gorgon, so the issue will be closed.
    Status: Invalid
    You'll require .NET 3.5 installed on your machine. Although I find it strange that you can't install .NET 3.5 with 4.0 installed, I've never had a problem installing an older version of .NET after a newer version. If .NET 3.5 is failing to install, then the problem lies with the .NET install. If this is the case then the only thing you can do is uninstall 4.0, install 3.5 and then re-install 4.0. This is beyond the scope of Gorgon, so the issue will be closed.
    Status: Invalid
  • Dec 01, 2009
    issue 22 (Installer fails with .NET 4.0 beta installed.) reported by nardi11...@gamerarmy.com   -   On Windows 7 with VS 2010 and .NET 4.0 Beta 2 installed, the installer won't work because I don't have .NET 3.5. But I have 4.0 installed, so I can't install 3.5 without uninstalling 4.0.
    On Windows 7 with VS 2010 and .NET 4.0 Beta 2 installed, the installer won't work because I don't have .NET 3.5. But I have 4.0 installed, so I can't install 3.5 without uninstalling 4.0.
  • Nov 17, 2009
    issue 21 (Enhancements : Gorgon an WPF) Status changed by tape.wyrm   -   I'm closing this. To combine WPF and Gorgon is not a trivial task and it would involve making changes to how Gorgon works internally. This is not something I'm prepared to do. If someone wants to start a WPF friendly branch for Gorgon, by all means, contact me on the forums and we will discuss it.
    Status: WontFix
    I'm closing this. To combine WPF and Gorgon is not a trivial task and it would involve making changes to how Gorgon works internally. This is not something I'm prepared to do. If someone wants to start a WPF friendly branch for Gorgon, by all means, contact me on the forums and we will discuss it.
    Status: WontFix
  • Sep 14, 2009
    r337 (Updated an issue in the animation serialization code where a...) committed by tape.wyrm   -   Updated an issue in the animation serialization code where animations would fail to load with an invalid format error,
    Updated an issue in the animation serialization code where animations would fail to load with an invalid format error,
  • Sep 01, 2009
    issue 21 (Enhancements : Gorgon an WPF) changed by tape.wyrm   -   From what I understand, this will require the D3D9Ex device interface which is only available to Vista (I could be mistaken about this). I will look into integrating this functionality.
    Owner: tape.wyrm
    Labels: Type-Enhancement Priority-Low Usability
    From what I understand, this will require the D3D9Ex device interface which is only available to Vista (I could be mistaken about this). I will look into integrating this functionality.
    Owner: tape.wyrm
    Labels: Type-Enhancement Priority-Low Usability
  • Aug 31, 2009
    issue 21 (Enhancements : Gorgon an WPF) reported by Marcuq   -   I suggest that Gorgon is developed to support WPF inter-op, I assume that this is accomplished by creating a new PrimaryRenderWindow. I have tried to figure out how to do this but I figure that tape.wyrm are capable of doing this in the fraction of the time it will take for me. Starting Point: http://www.gamedev.net/community/forums/topic.asp?topic_id=507941
    I suggest that Gorgon is developed to support WPF inter-op, I assume that this is accomplished by creating a new PrimaryRenderWindow. I have tried to figure out how to do this but I figure that tape.wyrm are capable of doing this in the fraction of the time it will take for me. Starting Point: http://www.gamedev.net/community/forums/topic.asp?topic_id=507941
  • Jul 19, 2009
    issue 20 (Keyboard polling doesn't work reset) Status changed by tape.wyrm   -   No response in a week, issue will be closed.
    Status: WontFix
    No response in a week, issue will be closed.
    Status: WontFix
  • Jul 12, 2009
    issue 20 (Keyboard polling doesn't work reset) commented on by tape.wyrm   -   That's exactly what I have in my code, and the key state is set to Up when 'A' is released. I'm afraid that I'm going to need to be able to compile/run your code over here so I can track it down, everything I've tried has worked properly.
    That's exactly what I have in my code, and the key state is set to Up when 'A' is released. I'm afraid that I'm going to need to be able to compile/run your code over here so I can track it down, everything I've tried has worked properly.
  • Jul 12, 2009
    issue 20 (Keyboard polling doesn't work reset) commented on by QRebound   -   Gorgon.Initialize(); m_InputObject = GorgonLibrary.InputDevices.Input.LoadInputPlugIn("GorgonInput.dll", "Gorgon.RawInput"); m_InputObject.Bind() m_InputObject.Mouse.Enabled = true; m_InputObject.Mouse.Exclusive = false; m_InputObject.Keyboard.Enabled = true; Then, in my update loop, if( m_InputObject.Keyboard.KeyStates[KeyboardKeys.A] == KeyState.Down ) {//breakpoint } When the program starts, The breakpoint does not trigger. When i press A, however, it triggers for every iteration after that.
    Gorgon.Initialize(); m_InputObject = GorgonLibrary.InputDevices.Input.LoadInputPlugIn("GorgonInput.dll", "Gorgon.RawInput"); m_InputObject.Bind() m_InputObject.Mouse.Enabled = true; m_InputObject.Mouse.Exclusive = false; m_InputObject.Keyboard.Enabled = true; Then, in my update loop, if( m_InputObject.Keyboard.KeyStates[KeyboardKeys.A] == KeyState.Down ) {//breakpoint } When the program starts, The breakpoint does not trigger. When i press A, however, it triggers for every iteration after that.
  • Jul 12, 2009
    issue 20 (Keyboard polling doesn't work reset) Owner changed by tape.wyrm   -   I've tested this and I cannot reproduce the issue. The key reverts to an "up" state immediately after I release it. Which keys are you pressing? Are you pressing multiple keys at the same time?
    Owner: tape.wyrm
    I've tested this and I cannot reproduce the issue. The key reverts to an "up" state immediately after I release it. Which keys are you pressing? Are you pressing multiple keys at the same time?
    Owner: tape.wyrm
  • Jul 12, 2009
    issue 20 (Keyboard polling doesn't work reset) reported by QRebound   -   Version of Windows (version & service pack): WinXP Professional 64bit SP2 DirectX version (e.g. 9.0 Nov 2008): 9.0 March 2009 .NET version & service pack: 3.5 Video Card Series and Manufacturer: NVidia Quadro FX 770M Video Driver version: 6.14.11.7607 When polling for keyboard updates, as opposed to using events, the key state fails to get reset to "up", and remains down indefinitely.
    Version of Windows (version & service pack): WinXP Professional 64bit SP2 DirectX version (e.g. 9.0 Nov 2008): 9.0 March 2009 .NET version & service pack: 3.5 Video Card Series and Manufacturer: NVidia Quadro FX 770M Video Driver version: 6.14.11.7607 When polling for keyboard updates, as opposed to using events, the key state fails to get reset to "up", and remains down indefinitely.
  • Jul 12, 2009
    issue 19 (Mouse.WheelDelta never getting reset.) commented on by tape.wyrm   -   Make a new issue for the keyboard bug, or else it won't show up in the issue list. The mouse issue is separate and fixed.
    Make a new issue for the keyboard bug, or else it won't show up in the issue list. The mouse issue is separate and fixed.
  • Jul 11, 2009
    issue 19 (Mouse.WheelDelta never getting reset.) commented on by QRebound   -   Note: A similar issue is occurring when polling key states. input.Keyboard.KeyStates[KeyboardKeys.A], once it gets set to "down", does not get set back to up. I didn't know whether to create a new issue, as it's probably intimately related to the mouse wheel one.
    Note: A similar issue is occurring when polling key states. input.Keyboard.KeyStates[KeyboardKeys.A], once it gets set to "down", does not get set back to up. I didn't know whether to create a new issue, as it's probably intimately related to the mouse wheel one.
  • Jul 11, 2009
    issue 19 (Mouse.WheelDelta never getting reset.) commented on by tape.wyrm   -   Oh and I forgot to mention, that the fix is up in the subversion repository if you want to grab that and see if it works for you.
    Oh and I forgot to mention, that the fix is up in the subversion repository if you want to grab that and see if it works for you.
  • Jul 11, 2009
    issue 19 (Mouse.WheelDelta never getting reset.) Status changed by tape.wyrm   -   OK, I've identified the issue. The mouse wheel delta was not being reset when a WM_INPUT mouse message was received from the OS. I've also added another method to the mouse interface so that you can reset the mouse wheel delta in your loop.
    Status: Fixed
    OK, I've identified the issue. The mouse wheel delta was not being reset when a WM_INPUT mouse message was received from the OS. I've also added another method to the mouse interface so that you can reset the mouse wheel delta in your loop.
    Status: Fixed
  • Jul 11, 2009
    r336 ([No log message]) committed by tape.wyrm   -   [No log message]
    [No log message]
  • Jul 11, 2009
    issue 19 (Mouse.WheelDelta never getting reset.) Status changed by tape.wyrm   -  
    Status: Accepted
    Status: Accepted
  • Jul 11, 2009
    issue 19 (Mouse.WheelDelta never getting reset.) changed by tape.wyrm   -   Sounds like a bug to me. I'll have a look and confirm it. It makes sense that the delta should be reset since the last polling.
    Owner: tape.wyrm
    Labels: Type-Defect Priority-Medium Usability
    Sounds like a bug to me. I'll have a look and confirm it. It makes sense that the delta should be reset since the last polling.
    Owner: tape.wyrm
    Labels: Type-Defect Priority-Medium Usability
  • Jul 11, 2009
    issue 19 (Mouse.WheelDelta never getting reset.) reported by QRebound   -   Version of Windows (version & service pack): WinXP Professional 64bit SP2 DirectX version (e.g. 9.0 Nov 2008): 9.0 March 2009 .NET version & service pack: 3.5 Video Card Series and Manufacturer: NVidia Quadro FX 770M Video Driver version: 6.14.11.7607 Application polling for input (or using events, I confirmed it by testing the samples as well) never reset the "mouse delta" to zero if the mouse wheel hasn't changed, causing my polling to always fire. I can't figure out a way to reset it manually each frame. For now, i'm just keeping track of "last wheel position" and comparing it to the current. Let me know if this is intentional, or if there's something I'm doing incorrectly.
    Version of Windows (version & service pack): WinXP Professional 64bit SP2 DirectX version (e.g. 9.0 Nov 2008): 9.0 March 2009 .NET version & service pack: 3.5 Video Card Series and Manufacturer: NVidia Quadro FX 770M Video Driver version: 6.14.11.7607 Application polling for input (or using events, I confirmed it by testing the samples as well) never reset the "mouse delta" to zero if the mouse wheel hasn't changed, causing my polling to always fire. I can't figure out a way to reset it manually each frame. For now, i'm just keeping track of "last wheel position" and comparing it to the current. Let me know if this is intentional, or if there's something I'm doing incorrectly.
  • Jul 10, 2009
    issue 18 (Slow Performance on multiple monitors) Status changed by tape.wyrm   -   After some considerable research I've found that this is a Direct 3D issue. Namely a Direct3D device issue. In order for it to work, you need to change the driver (Gorgon.CurrentDriver) when your window is moved into a device head (D3D9 counts separate heads as separate devices). When changing the driver all resources will be destroyed because the device that owned them is now gone, so they will have to be recreated. Gorgon has two events DriverChanging and DriverChanged which occur before and after (respectively) the device has been switched by setting Gorgon.CurrentDriver. It is in these events that you should perform your tear down and re-initialization. Since this is not a Gorgon specific issue I am going to close it, but I will re-visit it in the future to try and implement a cleaner workaround.
    Status: WontFix
    After some considerable research I've found that this is a Direct 3D issue. Namely a Direct3D device issue. In order for it to work, you need to change the driver (Gorgon.CurrentDriver) when your window is moved into a device head (D3D9 counts separate heads as separate devices). When changing the driver all resources will be destroyed because the device that owned them is now gone, so they will have to be recreated. Gorgon has two events DriverChanging and DriverChanged which occur before and after (respectively) the device has been switched by setting Gorgon.CurrentDriver. It is in these events that you should perform your tear down and re-initialization. Since this is not a Gorgon specific issue I am going to close it, but I will re-visit it in the future to try and implement a cleaner workaround.
    Status: WontFix
  • Jul 10, 2009
    issue 18 (Slow Performance on multiple monitors) Status changed by tape.wyrm   -   I've confirmed it. Although it was on a multi-monitor setup using a Radeon x700. It will take more investigation as to why there's so much CPU usage on the secondary monitor.
    Status: Accepted
    I've confirmed it. Although it was on a multi-monitor setup using a Radeon x700. It will take more investigation as to why there's so much CPU usage on the secondary monitor.
    Status: Accepted
  • Jul 07, 2009
    issue 18 (Slow Performance on multiple monitors) changed by tape.wyrm   -   This is going to take some time to confirm and resolve as I have very limited access to those resources. Can you reproduce this issue with any of the example programs that come with Gorgon?
    Owner: tape.wyrm
    Labels: Performance
    This is going to take some time to confirm and resolve as I have very limited access to those resources. Can you reproduce this issue with any of the example programs that come with Gorgon?
    Owner: tape.wyrm
    Labels: Performance
  • Jul 07, 2009
    issue 18 (Slow Performance on multiple monitors) reported by QRebound   -   Version of Windows (version & service pack): WinXP Professional 64bit SP2 DirectX version (e.g. 9.0 Nov 2008): 9.0 Nov 2008 .NET version & service pack: 3.5 Video Card Series and Manufacturer: NVidia Quadro FX 770M Video Driver version: 6.14.11.7607 Slow performance when moving to a secondary monitor. The performance of my entire system slows down when moving a Gorgon window from my primary monitor (top left: 0,0) to a secondary monitor who's coordinates are set to be negative (top left: -1048, -880).
    Version of Windows (version & service pack): WinXP Professional 64bit SP2 DirectX version (e.g. 9.0 Nov 2008): 9.0 Nov 2008 .NET version & service pack: 3.5 Video Card Series and Manufacturer: NVidia Quadro FX 770M Video Driver version: 6.14.11.7607 Slow performance when moving to a secondary monitor. The performance of my entire system slows down when moving a Gorgon window from my primary monitor (top left: 0,0) to a secondary monitor who's coordinates are set to be negative (top left: -1048, -880).
  • May 29, 2009
    issue 17 (Batch Sprite usage gives and error about PositionNormalDiffu...) reported by tape.wyrm   -   Using the Batch Sprite will throw an exception stating that the key "PositionNormalDiffuseTexture1" could not be found. This is a bug in the library and has been fixed as of version 1.1.3436.39405.
    Using the Batch Sprite will throw an exception stating that the key "PositionNormalDiffuseTexture1" could not be found. This is a bug in the library and has been fixed as of version 1.1.3436.39405.
  • May 29, 2009
    GorgonExamplesSetup_1.1.3436.39405.exe (Gorgon Examples v1.1.3436.39405) file uploaded by tape.wyrm   -  
    Labels: Type-Installer OpSys-Windows Featured
    Labels: Type-Installer OpSys-Windows Featured
  • May 29, 2009
    GorgonSetup_1.1.3436.39405.exe (Gorgon v1.1.3436.39405) file uploaded by tape.wyrm   -  
    Labels: Type-Installer OpSys-Windows Featured
    Labels: Type-Installer OpSys-Windows Featured
  • May 29, 2009
    r335 (Stupid me, I left a fucking a non-existent vertex declaratio...) committed by tape.wyrm   -   Stupid me, I left a fucking a non-existent vertex declaration in the Batch sprite object. Batch sprites will fail unless this fix is applied.
    Stupid me, I left a fucking a non-existent vertex declaration in the Batch sprite object. Batch sprites will fail unless this fix is applied.
  • May 24, 2009
    GorgonSetup_1.1.3425.38459.exe (Gorgon v1.1.3425.38459) file uploaded by tape.wyrm   -  
    Labels: Type-Installer OpSys-Windows Featured
    Labels: Type-Installer OpSys-Windows Featured
  • May 24, 2009
    r334 (Stupid cocksucking fucking whore bitch cunt zip file plug-in...) committed by tape.wyrm   -   Stupid cocksucking fucking whore bitch cunt zip file plug-in. Burn in fucking hell you motherfucking cunt.
    Stupid cocksucking fucking whore bitch cunt zip file plug-in. Burn in fucking hell you motherfucking cunt.
  • May 24, 2009
    r333 (Remove reference to test file left in sprite editor.) committed by tape.wyrm   -   Remove reference to test file left in sprite editor.
    Remove reference to test file left in sprite editor.
  • May 24, 2009
    GorgonExamplesSetup_1.1.3425.38459.exe (Gorgon Examples v1.1.3425.38459) file uploaded by tape.wyrm   -  
    Labels: Type-Installer OpSys-Windows Featured
    Labels: Type-Installer OpSys-Windows Featured
  • May 24, 2009
    r332 (Updates for new release (1.1.3425.38459).) committed by tape.wyrm   -   Updates for new release (1.1.3425.38459).
    Updates for new release (1.1.3425.38459).
  • May 22, 2009
    r331 (Removed obsoleted indexer property from the Keyboard object.) committed by tape.wyrm   -   Removed obsoleted indexer property from the Keyboard object.
    Removed obsoleted indexer property from the Keyboard object.
  • May 18, 2009
    issue 16 (When using multiple windows, the input for the extra window ...) Status changed by tape.wyrm   -  
    Status: Fixed
    Status: Fixed
  • May 18, 2009
    issue 15 (Parsing text and delimeters in asian culture.) Status changed by tape.wyrm   -   The subversion repository has been updated with the fix.
    Status: Fixed
    The subversion repository has been updated with the fix.
    Status: Fixed
  • May 18, 2009
    r330 (Removed the Changelog_v1.0.x.html file, it no longer serves ...) committed by tape.wyrm   -   Removed the Changelog_v1.0.x.html file, it no longer serves any purpose. Fixed an issue where any extra app windows would perform poorly when they received focus. Fixed a localization bug in Sprite Editor. Added functionality to shaders to allow the use of "default" variables for Sprites. These constants, when declared, will automatically be used by the library. To use these constants you only have to place them in your shader source and name like this: Texture _spriteImage. Note that the naming -is- case sensitive and must use the camel casing and "_" as a leading character.
    Removed the Changelog_v1.0.x.html file, it no longer serves any purpose. Fixed an issue where any extra app windows would perform poorly when they received focus. Fixed a localization bug in Sprite Editor. Added functionality to shaders to allow the use of "default" variables for Sprites. These constants, when declared, will automatically be used by the library. To use these constants you only have to place them in your shader source and name like this: Texture _spriteImage. Note that the naming -is- case sensitive and must use the camel casing and "_" as a leading character.
  • May 17, 2009
    issue 16 (When using multiple windows, the input for the extra window ...) Status changed by tape.wyrm   -  
    Status: Started
    Status: Started
  • May 17, 2009
    issue 15 (Parsing text and delimeters in asian culture.) Status changed by tape.wyrm   -   You are absolutely correct, there was a missing format provider in the string conversion lines for the GetSettings functions in Zoomer.cs and Clipper.cs. I'll put this into the svn repository in the next day or two.
    Status: Started
    You are absolutely correct, there was a missing format provider in the string conversion lines for the GetSettings functions in Zoomer.cs and Clipper.cs. I'll put this into the svn repository in the next day or two.
    Status: Started
  • May 17, 2009
    issue 16 (When using multiple windows, the input for the extra window ...) reported by tape.wyrm   -   When using multiple windows and Gorgon.AllowBackgroundRendering = false the input for that extra window is extremely slow. This is due to a bug in the main render loop when the primary window loses activation. It will be resolved in the next update. To work around you can call Gorgon.Stop() when the primary window deactivates and Gorgon.Go() when it activates.
    When using multiple windows and Gorgon.AllowBackgroundRendering = false the input for that extra window is extremely slow. This is due to a bug in the main render loop when the primary window loses activation. It will be resolved in the next update. To work around you can call Gorgon.Stop() when the primary window deactivates and Gorgon.Go() when it activates.
  • May 17, 2009
    issue 15 (Parsing text and delimeters in asian culture.) changed by tape.wyrm   -   Sorry for the long delay in responding to this, I've been away from Gorgon for a while. I'll look into this right away.
    Status: Accepted
    Owner: tape.wyrm
    Labels: Type-Defect Priority-High Usability
    Sorry for the long delay in responding to this, I've been away from Gorgon for a while. I'll look into this right away.
    Status: Accepted
    Owner: tape.wyrm
    Labels: Type-Defect Priority-High Usability
  • May 06, 2009
    r329 (Added batch object for batching sprites. Fixed various issu...) committed by tape.wyrm   -   Added batch object for batching sprites. Fixed various issues. See ChangeLog.html for details.
    Added batch object for batching sprites. Fixed various issues. See ChangeLog.html for details.
  • May 06, 2009
    r328 (Oops. Left a non-existent project in the solution.) committed by tape.wyrm   -   Oops. Left a non-existent project in the solution.
    Oops. Left a non-existent project in the solution.
  • Apr 28, 2009
    r327 ([No log message]) committed by tape.wyrm   -   [No log message]
    [No log message]
  • Apr 28, 2009
    r326 ([No log message]) committed by tape.wyrm   -   [No log message]
    [No log message]
  • Apr 27, 2009
    r325 (Yet another potential x64 nightmare resolved.) committed by tape.wyrm   -   Yet another potential x64 nightmare resolved.
    Yet another potential x64 nightmare resolved.
 
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