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well no its not working without that aswell...
I am referring to CG article and in his demo its workin fine.
And yeah i am not drawing it on panel...Its just a form and that override command.
And what about slide show ? Would i be able to get that functionality if i draw on form without using picturbox.. ?
Thanks
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a picturebox is like a panel that knows how to load an image file,
and how to draw an image; you already did both.
To make a slide show you just need to load and display consecutive images,
triggered by something (maybe a button click, maybe a timer tick).
BTW: you must Dispose of your OpenFileDialog !
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yo removed OpenFileDialog and now using direct instance of it..
But no work as yet..Ok ill try to figure it out ....
Actually i am new to IP. But thanks for pointing me out these basic things..and so to basically we dont need any panel or picturebox dropped over form..We can just draw it once...oks
ill try to figure out the prob nw...
cheers
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What I meant is you must call openFileDialog.Dispose() when you no longer need
that instance of OpenFileDialog, otherwise you may get a memory leak.
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yeh got the solution to it...well doublebuffer property was set to false...
So i setted it to true and is working now...
ta
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Hi,
I have created my own control, which extends another one. I am trying to add an event handler to an event raised by the parent class. How would I do this from within the constructor of the inheriting class?
For example the MouseClick event in a custom button. I want my control to handle its own event.
Thanks.
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override this event
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Hi,
I have implemented a control dragging system.
Basicly i'm dragging panels inside a panel.
The thing is that i decided to put an image in the main panel background.
But that makes my other panels leave a trail when i drag them.
Does anyone has an explanation/solution for this?
Thx,
Nuno
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...A persistent trail? Meaning, it ghosts the panel all over the place and they artifact the screen? Try putting your panels inside a BufferedGraphics object(you need to double buffer your screen display....a BufferedGraphics object will implement the backbuffer for you)
Welcome my son...Welcome..to the Machine
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Hi,
Thx for your reply.
Can you point me an example?
Thx,
Nuno
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...just check out the BufferedGraphics entry in the msdn. That should get you started...repost in this thread if you still need further help after that and I'll see what I can pull up for you.
Welcome my son...Welcome..to the Machine
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Oh....btw, are you using .NET 1.1 or .NET 2.0? ...The BufferedGraphics object is only available in 2.0
Welcome my son...Welcome..to the Machine
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Hi, do you have c# program that draw cube?
Noha.Y
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no...It doesn't work that way: But you can
look into Microsoft's XNA framework, and you can look up Direct3D tutorials. Building a 3D cube will be one of the first things you will build
or
do it the old fashioned way...register a Win32 Window, register your callback and message loop, and hack away inside your render code to build a cube(in Direct3D, OpenGL...or whatever graphics library you like)
My suggestion would be to look into the XNA. You'll be able to execute your DirectX code inside the CLR, so all of your resources will be inherently Managed.
Welcome my son...Welcome..to the Machine
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How can I enter to XNA is?
Noha.Y
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Can you give me another website to find directX and OpenGL? because my computer is not able to enter to www.gamedev.net
Thanks;
Noha.Y
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...are you at work or something? I can't think of any other sites for certain. ...I'm sure GamaSutra would have tuts. ...Other than that, some simple web research should find tons of simple examples.
Typically, tutorials follow this kind of structure:
1.They'll start you off building the window...
2.You'll draw a 2D triangle
3.You'll rotate that triangle
4.You'll build a 3D cube
5.You'll build Halo
6.Sell Halo for $30,000,000 , call John Carmack and go "HAHAHAHAHAHA"
7.Start your own Gaming company
8.Get hot chicks
Welcome my son...Welcome..to the Machine
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...I saw a post that you made earlier asking the same thing, but you specifically mentioned OpenGL, but you mentioned in this post that you specifically want to write in C#. If you REALLY want to write OpenGL code in C#, you're going to need to get the CsGL library from sourceforge. ..Only problem is that the project was ended back in 2003. If you run into any problems, it might be a bit difficult to find any support at all, especially since you don't know OpenGL coming into it. If you want to write OpenGL, you're probably going to want to write it in either C or C++. There are several toolkits available to make your life easier...especially the GLU, & the GLUT. ...There are 2 major reference manuals that you're going to want to get. They're called the "Red Book" and the "Blue Book" (There's also a "Green Book", an "Orange Book" and the "White Book") but the Red and Blue will get you started. You can find deprecated copies of Red and Blue all over the place.
Red is the Programming Guide
Blue is the Reference Manual
Orange is for the OpenGL Shading Language(Don't worry about it for now)
Green is for X Windows programming
White explains how OpenGL interfaces with Windows (95 & NT specifically)
Welcome my son...Welcome..to the Machine
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Nice... I started with the Red Book, but my problem was how to start a new project. I mean what to choose? and how to initial the classes!!
Noha.Y
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Check out the tutorials at Nehe. They're pretty good, and C# source code is included for most tutorials...
Standards are great! Everybody should have one!
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..Nehe is maintained by gamedev.
...what implementation of the OpenGL spec are you using? ...Which spec does your implementation build off of? Are you using Mesa? Glut? CsGL? ...Try going to opengl.org. There should be information in their wiki as well as getting started information
Welcome my son...Welcome..to the Machine
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Is there a routine in C# that can be called to obtain a randowm number?
I am attempting to name many files with unique names. Do not want to use a counter writing to disk each time. Does anyone know of a unique number random generator in C#
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System.Random
Though I don't believe this will work for your application as depending on the number of files and seed value, the possiblity of getting the same random number is likely.
System.IO.GetRandomFileName may be better in this case.
only two letters away from being an asset
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