pipmak-users Mailing List for Pipmak Game Engine (Page 2)
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From: Andrea V. <and...@gm...> - 2013-08-28 09:17:51
|
Hello Christian! How much time has passed! Sometime I continue to play with Pipmak, I always have very little time to spend on it, unfortunately! However I am getting the idea that pipmak remains a great platform and I'm sorry that remains little known and used. I think you should release a new version (0.2.8) which includes all the latest innovations added to the 0.2.7 in recent years. If you had a little time to do this, I'd like that you add some additional functions of image manipulation. In particular, to slightly modify the "drawimage" adding the ability to use some combination operation in addition to the current mode. You'll tell me, why? Because I have not abandoned my old project "autocubic", and I also got to a good point, but I have several problems with the projection of shadows, which are of great help to make it more realistic ... At the moment, I overlap several patches , but by doing so, the effect isn't the best. I think it would just add the "mode" parameter: mode = replace (current mode and used by default if mode is omitted) mode = or, xor mode =, mode = add, etc. implement new composition mode Another useful thing: "rotateimage" (and I think also simple to implement) to rotate an image (even with 90 degree angles would already be useful, but with any angle would be the best!) yes, I know that I can rotate the patch, but this feature would be useful combined with the drawimage function, when I want to "copy" turned areas from a imagine to another (which it is not rotated ..) Even a "getpixel(x, y)" would not hurt, could return (r, g, b, alpha) of a given pixel, this could permit to write in lua other manipulation functions not directly implemented (or "missed" yet) in pipmak. The last thing, though perhaps is the most complex, the implementation of depth buffer in the positioning of 3d patches .... I had tried, but with poor results (sigh!), so they I forced to do complex calculations to determine the order in which I have to draw the patches ... A warm greeting. Andrea |
From: Christian W. <cwa...@gm...> - 2013-03-08 19:33:56
|
Hello Gaspard Sorry for the delay, I'm a bit busy at the moment. > I see there's a solution for connectivity between lua and sql : Luasql (http://www.keplerproject.org/luasql/manual.html) > However, you confirmed me that I should recompile and work within the source code in C to get it working. > > I think I'll have to find a developper to make this because I'm not used to this language and I think I'll lose a lot of time while a professional would do it in a little time (I guess but not totaly sure :) ) Yes, LuaSQL is a C extension just like LuaSocket, so the steps to get it to work with Pipmak are the same in both cases. You don't need to recompile Pipmak for that, but some working knowledge of how C software is built helps, since there are no detailed instructions for beginners yet. > The video isn't supported yet in Pipmak. I read somebody on the list offered to implement it but it seems no news have been given since. Did they give up or did I miss something? I haven't heard any more than you, so yes, apparently they have been distracted by other shiny things, as is usual in small open-source projects like this. > Otherwise, I thought an easy way to get video within Pipmak would to get animated gifs working. I made a try but it didn't work. ut the solution might be easier to get working than with video as animated gifs are only pictures. What do you think about this idea? I don't expect that to be much easier. The difficulty (or work required) is mostly with introducing the concept of displaying time-dependent imagery to Pipmak, what file format that imagery comes from (GIF or more video-oriented formats like Ogg) is relatively irrelevant as long as you have a library that reads the format. Given the severe limitations of the GIF format, I don't think it's worth supporting. -Christian |
From: Urs H. <ur...@an...> - 2013-03-01 21:12:36
|
Hi First of all, it is nice to see that Pipmak is still in use and Christian is still around. Unfortunately, I didn't get around to create a game with Pipmak during the last years as I once dreamed of. Gaspard Bébié-Valérian wrote: > [...] > Otherwise, I thought an easy way to get video within Pipmak would to > get animated gifs working. I made a try but it didn't work. ut the > solution might be easier to get working than with video as animated > gifs are only pictures. What do you think about this idea? In fact, you can already use a serie of pictures to achieve animations. See for example my "Full Animation Demo" http://www.andonyar.com/rec/2006-03/pipmakfullanimation/ or the ending of "The sphere", which you can download at http://pipmak.sourceforge.net/showcase.php In order to achieve this, use a timer to replace the last frame with the new one, where every frame is just a normal picture. Greetings Urs |
From: Gaspard Bébié-V. <gas...@gm...> - 2013-03-01 20:34:24
|
Hi Christian, Many thanks for your answer. Your software and work is amazing and I really like it. I see there's a solution for connectivity between lua and sql : Luasql (http://www.keplerproject.org/luasql/manual.html) However, you confirmed me that I should recompile and work within the source code in C to get it working. I think I'll have to find a developper to make this because I'm not used to this language and I think I'll lose a lot of time while a professional would do it in a little time (I guess but not totaly sure :) ) May I ask you an other question. The video isn't supported yet in Pipmak. I read somebody on the list offered to implement it but it seems no news have been given since. Did they give up or did I miss something? Otherwise, I thought an easy way to get video within Pipmak would to get animated gifs working. I made a try but it didn't work. ut the solution might be easier to get working than with video as animated gifs are only pictures. What do you think about this idea? Best regards, Gaspard Le 01/03/13 02:58, pip...@li... a écrit : > > Welcome Gaspard! > > > No network connectivity is provided by built-in functionality of Pipmak (partly because it is not provided by the Lua core libraries, and partly for sandboxing reasons). However, at least the first and third of these should be possible if you build the LuaSocket library (http://w3.impa.br/~diego/software/luasocket/) as a C module loadable by loadlib(). There is some information on that in http://pipmak.svn.sf.net/viewvc/pipmak/trunk/pipmak/extras/luaplugin/ and in old mailing list posts (http://search.gmane.org/?query=loadlib&group=gmane.games.devel.pipmak.*). However, there is no standard system in place yet for locating C modules for different platforms, so you'll have to come up with something on your own there. (I started work on a generic extension mechanism for both Lua and C extensions once, but it's unfinished.) > > Hope that helps > > Christian > > > ------------------------------ > > ------------------------------------------------------------------------------ > Everyone hates slow websites. So do we. > Make your web apps faster with AppDynamics > Download AppDynamics Lite for free today: > http://p.sf.net/sfu/appdyn_d2d_feb > > ------------------------------ > > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > > End of Pipmak-Users Digest, Vol 52, Issue 1 > ******************************************* |
From: Christian W. <cwa...@gm...> - 2013-03-01 01:58:38
|
Welcome Gaspard! Gaspard Bébié-Valérian wrote: > However, I would like to connect an online database to Pipmak. Does the software could, in any way, communicate or retrieve variables coming for a webserver? > > - Data parsed from a sql database and with php could be retrieved and displayed in the pipmak engine ? > - Is it possible to include a web-browser within the pipmak software? > - Is it possible to get a rss stream and display it within a pipmak game? No network connectivity is provided by built-in functionality of Pipmak (partly because it is not provided by the Lua core libraries, and partly for sandboxing reasons). However, at least the first and third of these should be possible if you build the LuaSocket library (http://w3.impa.br/~diego/software/luasocket/) as a C module loadable by loadlib(). There is some information on that in http://pipmak.svn.sf.net/viewvc/pipmak/trunk/pipmak/extras/luaplugin/ and in old mailing list posts (http://search.gmane.org/?query=loadlib&group=gmane.games.devel.pipmak.*). However, there is no standard system in place yet for locating C modules for different platforms, so you'll have to come up with something on your own there. (I started work on a generic extension mechanism for both Lua and C extensions once, but it's unfinished.) Hope that helps Christian |
From: Gaspard Bébié-V. <gas...@gm...> - 2013-02-26 09:40:36
|
Hello, New to Pipmak, it fits exactly to what I'm seeking and enough simple to use it according to my skills. However, I would like to connect an online database to Pipmak. Does the software could, in any way, communicate or retrieve variables coming for a webserver? - Data parsed from a sql database and with php could be retrieved and displayed in the pipmak engine ? - Is it possible to include a web-browser within the pipmak software? - Is it possible to get a rss stream and display it within a pipmak game? Many thanks for your answers. I hope these elements are doable. Gaspard |
From: Christian W. <cwa...@gm...> - 2012-01-11 22:47:17
|
James C. Wilson wrote: > Looks like my response a couple weeks ago never got through for some reason, sorry. Resending. Your message did go through, and I responded to it here: http://thread.gmane.org/gmane.games.devel.pipmak.user/793/focus=798 -Christian |
From: James C. W. <jfc...@ya...> - 2012-01-11 01:23:18
|
Looks like my response a couple weeks ago never got through for some reason, sorry. Resending. So actually that "if" problem was just a typo on my part, sorry. However, a new spanner is in the works: Pipmak still doesn't seem to translate the concatenation into the literal string needed. It just prints out the standard "Unused key 13 pressed" and does nothing when I press enter (the trigger for this whole thing). Note that if I replace the string "HELP" in the query with the raw concatenation, pipmak finds equality and it works.(But of course that doesn't help, cause that just makes Pipmak see anything the player types as being correct.) Here's the chunk that seems to be the problem: elseif key == pipmak.key_return then local execute = table.concat(keypress) if execute == "HELP" then pipmak.schedule(2, function() preScreen = pipmak.newimage(460, 340) preScreen:color(100, 33, 248) screen:setimage(preScreen) preScreen:drawtext(50, 90, ">:_" .. table.concat(keypress) .. "", "../fonts/Daniel_J_-_Deka.otf", 18, pipmak.left) preScreen:drawtext(50, 120, "VISITOR LOG \nMAP \nCOMMUNICATION \nEMERGENCY", "../fonts/Daniel_J_-_Deka.otf", 18, pipmak.left) screen:setimage(preScreen) end) return true else return false end Thanks, James CW --- On Wed, 11/30/11, Christian Walther <cwa...@gm...> wrote: >From: Christian Walther <cwa...@gm...> >Subject: Re: Combining tabled strings >To: pip...@li... >Date: Wednesday, November 30, 2011, 3:48 PM > > >James C. Wilson wrote: >> local execute = ""..keypress[1]..""..keypress[2]..""..keypress[3].. >> ""..keypress[4].. ""..keypress[5].. ""..keypress[6].. ""..keypress[7].. >> ""..keypress[8].. ""..keypress[9].. ""..keypress[10].. "" >> >> if execute == "map" then > >Works for me. By the way, you don't need all these empty strings - this >works too: > > local execute = keypress[1]..keypress[2]..keypress[3].. > keypress[4]..keypress[5]..keypress[6]..keypress[7]..keypress[8].. > keypress[9]..keypress[10] > >And if you want to save some typing, or handle variable-sized lists, a >shorter version is > > local execute = table.concat(keypress) > >(see http://www.lua.org/manual/5.0/manual.html#5.4 ) > >> I receive an "unexpected symbol near "if" error. > >That suggests that there is something wrong with what comes before the >"if" - Lua is not expecting an "if" there, but something that completes >whatever comes before. > > -Christian > > >------------------------------------------------------------------------------ >All the data continuously generated in your IT infrastructure >contains a definitive record of customers, application performance, >security threats, fraudulent activity, and more. Splunk takes this >data and makes sense of it. IT sense. And common sense. >http://p.sf.net/sfu/splunk-novd2d >_______________________________________________ >Pipmak-Users mailing list >Pip...@li... >news://news.gmane.org/gmane.games.devel.pipmak.user >https://lists.sourceforge.net/lists/listinfo/pipmak-users > |
From: James C. W. <jfc...@ya...> - 2012-01-06 22:33:15
|
Okay, thanks for making that clearer:) ________________________________ From: Christian Walther <cwa...@gm...> To: pip...@li... Sent: Friday, January 6, 2012 4:52 AM Subject: Re: The Inventory James C. Wilson wrote: > However, for the future, I'm not aware of what the list index of the > object is, or how to find it. If it's the number that the inventory > table assigns the object Yes, "index" is a common term for the consecutive numbers that the "slots" of a list or array are addressed with. Lua by convention starts counting at 1, most other programming languages start at 0. If you don't know where in the list the object is, then you just search for it. The shortest way of doing that I can find right now is index = table.foreachi(state.inventory, function(i, v) if v == "TVCable" then return i end end) although you can also spell it out as for i = 1, table.getn(state.inventory) do if state.inventory[i] == "TVCable" then index = i break end end > wouldn't that be biased toward the order in which the player picks up > items? Yes, the inventory keeps objects in the order they were picked up. If you don't like that and would rather have them e.g. in a fixed order, you need to change the inventory code. -Christian ------------------------------------------------------------------------------ Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: Christian W. <cwa...@gm...> - 2012-01-06 09:53:19
|
James C. Wilson wrote: > However, for the future, I'm not aware of what the list index of the > object is, or how to find it. If it's the number that the inventory > table assigns the object Yes, "index" is a common term for the consecutive numbers that the "slots" of a list or array are addressed with. Lua by convention starts counting at 1, most other programming languages start at 0. If you don't know where in the list the object is, then you just search for it. The shortest way of doing that I can find right now is index = table.foreachi(state.inventory, function(i, v) if v == "TVCable" then return i end end) although you can also spell it out as for i = 1, table.getn(state.inventory) do if state.inventory[i] == "TVCable" then index = i break end end > wouldn't that be biased toward the order in which the player picks up > items? Yes, the inventory keeps objects in the order they were picked up. If you don't like that and would rather have them e.g. in a fixed order, you need to change the inventory code. -Christian |
From: James C. W. <jfc...@ya...> - 2012-01-05 23:59:00
|
Okay, thanks..It looks like taking away the unnesseary arguement solves it. However, for the future, I'm not aware of what the list index of the object is, or how to find it. If it's the number that the inventory table assigns the object, wouldn't that be biased toward the order in which the player picks up items? ________________________________ From: Christian Walther <cwa...@gm...> To: pip...@li... Sent: Tuesday, January 3, 2012 11:55 AM Subject: Re: The Inventory James C. Wilson wrote: > I'm having a bit of trouble applying the > inventory operations in the demo to my project: Is this the proper way > to test if an inventory object is carried, then drop it? > Pipmak doesn't see equality. > > hotspot { > cursor = cur_inventory, enabled = not state.observCablePlaced, > onmousedown = function() > if state.inventory[state.inventory.carried] == "TVCable" then > inventory:message("drop", "TVCable") > pipmak.gethotspot(3):enable(false) > state.observCablePlaced = true > pipmak.getpatch(1):setvisible(true) > end > end > } One mistake I can see is that the "drop" message of the inventory takes an index, not an object name. You can also leave out the argument entirely, it will then automatically assume state.inventory.carried. See nodes 9 (use of the key from the inventory in a similar way to what you're trying to do) and 50 (inventory) in the demo project. If as you say you don't even get that far because state.inventory[state.inventory.carried] == "TVCable" is never true, then I would suggest inserting pipmak.print(state.inventory[state.inventory.carried]) or examining state.inventory using the table inspector from the Lua command line to find out what it is. -Christian ------------------------------------------------------------------------------ Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: Christian W. <cwa...@gm...> - 2012-01-03 17:00:13
|
James C. Wilson wrote: > I'm having a bit of trouble applying the > inventory operations in the demo to my project: Is this the proper way > to test if an inventory object is carried, then drop it? > Pipmak doesn't see equality. > > hotspot { > cursor = cur_inventory, enabled = not state.observCablePlaced, > onmousedown = function() > if state.inventory[state.inventory.carried] == "TVCable" then > inventory:message("drop", "TVCable") > pipmak.gethotspot(3):enable(false) > state.observCablePlaced = true > pipmak.getpatch(1):setvisible(true) > end > end > } One mistake I can see is that the "drop" message of the inventory takes an index, not an object name. You can also leave out the argument entirely, it will then automatically assume state.inventory.carried. See nodes 9 (use of the key from the inventory in a similar way to what you're trying to do) and 50 (inventory) in the demo project. If as you say you don't even get that far because state.inventory[state.inventory.carried] == "TVCable" is never true, then I would suggest inserting pipmak.print(state.inventory[state.inventory.carried]) or examining state.inventory using the table inspector from the Lua command line to find out what it is. -Christian |
From: James C. W. <jfc...@ya...> - 2011-12-25 04:08:50
|
Thanks very much. By the way, I'm having a bit of trouble applying the inventory operations in the demo to my project: Is this the proper way to test if an inventory object is carried, then drop it? Pipmak doesn't see equality. hotspot { cursor = cur_inventory, enabled = not state.observCablePlaced, onmousedown = function() if state.inventory[state.inventory.carried] == "TVCable" then inventory:message("drop", "TVCable") pipmak.gethotspot(3):enable(false) state.observCablePlaced = true pipmak.getpatch(1):setvisible(true) end end } Thanks, James ________________________________ From: Christian Walther <cwa...@gm...> To: James C. Wilson <jfc...@ya...>; Content creation for the Pipmak Game Engine <pip...@li...> Sent: Wednesday, December 21, 2011 4:59 PM Subject: Re: The Inventory: Making static? James C. Wilson wrote: > This probably has a very simple answer, but after wading through the standard inventory I've yet to find it: > How do I make the inventory, when opening, simply pop into place, without using a sliding transition as it currently does? Adjust or remove the last argument of moveto(), that's the animation duration, in pipmak.thisnode():moveto(0.5, 1, -width/2, isshown and -56 or -1, 0.25) (http://pipmak.svn.sourceforge.net/viewvc/pipmak/trunk/demo/Demo.pipmak/50/node.lua?revision=231&view=markup#l42 ) -Christian |
From: Christian W. <cwa...@gm...> - 2011-12-21 21:59:57
|
James C. Wilson wrote: > This probably has a very simple answer, but after wading through the standard inventory I've yet to find it: > How do I make the inventory, when opening, simply pop into place, without using a sliding transition as it currently does? Adjust or remove the last argument of moveto(), that's the animation duration, in pipmak.thisnode():moveto(0.5, 1, -width/2, isshown and -56 or -1, 0.25) (http://pipmak.svn.sourceforge.net/viewvc/pipmak/trunk/demo/Demo.pipmak/50/node.lua?revision=231&view=markup#l42 ) -Christian |
From: James C. W. <jfc...@ya...> - 2011-12-21 21:14:26
|
This probably has a very simple answer, but after wading through the standard inventory I've yet to find it: How do I make the inventory, when opening, simply pop into place, without using a sliding transition as it currently does? Thanks, James |
From: Christian W. <cwa...@gm...> - 2011-12-19 22:30:05
|
James C. Wilson wrote: > Sure, uploaded to mediafire.com, login ... Got it - I'm not sure if giving out your login is the way you're supposed to use Mediafire, but it works... :) As far as I can see, those white bars are actually part of the patch image (hallLgtOff_left.jpg), so from a quick glance I would say Pipmak is doing nothing wrong. Looks nice, by the way! -Christian |
From: Christian W. <cwa...@gm...> - 2011-12-19 22:29:15
|
James C. Wilson wrote: > Ah, I've found the source of the issue: playvid.lua, since it has patch declarations, must be included in every node that the function is called--not just in the first node used, as I had mistakenly assumed. Otherwise pipmak tries to use the patches from the previous node's playvid.lua, only to crash. Ah, as I suspected. Yes, including it in every node is the correct solution. > Do you think it's reasonable for Pipmak to crash when confronted with this problem, though? No, that's a bug. Will look into fixing it. -Christian |
From: James C. W. <jfc...@ya...> - 2011-12-19 20:19:51
|
Ah, I've found the source of the issue: playvid.lua, since it has patch declarations, must be included in every node that the function is called--not just in the first node used, as I had mistakenly assumed. Otherwise pipmak tries to use the patches from the previous node's playvid.lua, only to crash. Do you think it's reasonable for Pipmak to crash when confronted with this problem, though? Thanks, James ________________________________ From: Christian Walther <cwa...@gm...> To: pip...@li... Sent: Saturday, December 17, 2011 7:44 AM Subject: Re: A bug in animation James C. Wilson wrote: > But when I click on the hotspot that would normally open the door, > pipmak does one of three things: 1. Goes to the designated node(60), but > without playing the door "video". 2, crashes to the desktop. Or 3, goes > to the designated node, doesn't play the video, and prints this message, > referring to the three patches used in the animation: > > Pipmak internal error: image 67/freezerDoor_open/bottom/12.jpg collected > while texture still in use (1). > > This is a bug, please report. > ... Thanks for the report. A few questions: - Your error message says "67/freezerDoor_open/", but pipmak stdout.txt doesn't contain that, only "60/freezerDoorOpen/". Are you sure these are from the same run? - How are you making the playVid function known to the node.lua code? I'm missing something like 'pipmak.dofile "playVid.lua"'. In particular, I want to know when and in what context playVid.lua is run. I wonder if you could be using patches that are on an already left node, not on the current one. That doesn't work, but we should handle it more gracefully than by crashing or generating internal errors. -Christian ------------------------------------------------------------------------------ Learn Windows Azure Live! Tuesday, Dec 13, 2011 Microsoft is holding a special Learn Windows Azure training event for developers. It will provide a great way to learn Windows Azure and what it provides. You can attend the event by watching it streamed LIVE online. Learn more at http://p.sf.net/sfu/ms-windowsazure _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: James C. W. <jfc...@ya...> - 2011-12-19 19:51:15
|
Sure, uploaded to mediafire.com, login jfcwilson.at.yahoo.com, pass {doormatt94} (Remove braces). Thanks, James ________________________________ From: Christian Walther <cwa...@gm...> To: pip...@li... Sent: Saturday, December 17, 2011 7:43 AM Subject: Re: Patch rendering(a new difficulty) James C. Wilson wrote: > I've got a standard cubic node set up, just the basics: node > declaration, a single patch, and that's it. Trouble is, the patch shows > a thick white edge at the top and bottom, about 5pixels thick. > > Initially I had a pipmak.schedule which turned off and on the patch at > intervals(to give the effect of a flickering light) but when this > problem presented itself I cut the pipmak.schedule out and left the > basics, but the problem still persists. > > I have a number of neighboring nodes, all of which have a similar patch, > set up the same way, but none of them have this problem. Can you try to strip down your project to the bare minimum that still exhibits the problem, and post that somewhere? Preferably not on the mailing list unless it's smaller than a few dozen kilobytes, but on some file sharing service or on the bug tracker. -Christian ------------------------------------------------------------------------------ Learn Windows Azure Live! Tuesday, Dec 13, 2011 Microsoft is holding a special Learn Windows Azure training event for developers. It will provide a great way to learn Windows Azure and what it provides. You can attend the event by watching it streamed LIVE online. Learn more at http://p.sf.net/sfu/ms-windowsazure _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: Christian W. <cwa...@gm...> - 2011-12-17 12:50:26
|
James C. Wilson wrote: > But when I click on the hotspot that would normally open the door, > pipmak does one of three things: 1. Goes to the designated node(60), but > without playing the door "video". 2, crashes to the desktop. Or 3, goes > to the designated node, doesn't play the video, and prints this message, > referring to the three patches used in the animation: > > Pipmak internal error: image 67/freezerDoor_open/bottom/12.jpg collected > while texture still in use (1). > > This is a bug, please report. > ... Thanks for the report. A few questions: - Your error message says "67/freezerDoor_open/", but pipmak stdout.txt doesn't contain that, only "60/freezerDoorOpen/". Are you sure these are from the same run? - How are you making the playVid function known to the node.lua code? I'm missing something like 'pipmak.dofile "playVid.lua"'. In particular, I want to know when and in what context playVid.lua is run. I wonder if you could be using patches that are on an already left node, not on the current one. That doesn't work, but we should handle it more gracefully than by crashing or generating internal errors. -Christian |
From: Christian W. <cwa...@gm...> - 2011-12-17 12:45:30
|
James C. Wilson wrote: > I've got a standard cubic node set up, just the basics: node > declaration, a single patch, and that's it. Trouble is, the patch shows > a thick white edge at the top and bottom, about 5pixels thick. > > Initially I had a pipmak.schedule which turned off and on the patch at > intervals(to give the effect of a flickering light) but when this > problem presented itself I cut the pipmak.schedule out and left the > basics, but the problem still persists. > > I have a number of neighboring nodes, all of which have a similar patch, > set up the same way, but none of them have this problem. Can you try to strip down your project to the bare minimum that still exhibits the problem, and post that somewhere? Preferably not on the mailing list unless it's smaller than a few dozen kilobytes, but on some file sharing service or on the bug tracker. -Christian |
From: James C. W. <jfc...@ya...> - 2011-12-09 21:44:02
|
Sorry to come screaming right back, but I've got a similar problem: I've got a standard cubic node set up, just the basics: node declaration, a single patch, and that's it. Trouble is, the patch shows a thick white edge at the top and bottom, about 5 pixels thick. Initially I had a pipmak.schedule which turned off and on the patch at intervals(to give the effect of a flickering light) but when this problem presented itself I cut the pipmak.schedule out and left the basics, but the problem still persists. I have a number of neighboring nodes, all of which have a similar patch, set up the same way, but none of them have this problem. Could it be a bug this time? This isn't much info to work with, sorry. Thanks, James CW --- On Thu, 12/8/11, James C. Wilson <jfc...@ya...> wrote: From: James C. Wilson <jfc...@ya...> Subject: Re: Patch rendering To: "Content creation for the Pipmak Game Engine" <pip...@li...> Date: Thursday, December 8, 2011, 6:03 PM Ah, thank you. I made the patch two pixels larger and placed it one pixel to the left of the screen. Thanks, James --- On Wed, 11/30/11, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: Patch rendering To: pip...@li... Date: Wednesday, November 30, 2011, 3:41 PM James C. Wilson wrote: > So I've got a potential bug relating to layered patch rendering... > > I've got a slide node with a blank, opaque background. Over the > background there are two patches: One, is a wider-then-background image > which scrolls back and forth over the background. The second, is a PNG > with a part in the middle made transparent, so you can see the scrolling > image behind it. It all works fine, however, I can see a seam, one pixel > wide, running on the left and right edges of the patch, peeking down > onto the scrolling image and the opaque background. > > This seam is also present in another node where the patch underneath is > smaller then the background and not scrollling. > > If the cause of this is well known I'd appreciate a heads-up. I've > already checked the PNG to see if I accidently created this seam myself > while editing; that wasn't the case. You are probably seeing what is described in the manual, section 2.9 "Patches", as follows: Subsection "Image": > For technical reasons (interpolation), the outermost pixels along > each edge of a patch image should either be identical to the > corresponding pixels of the background image or fully transparent. In > other words, the patch image should be one pixel larger on each side > than absolutely necessary. Otherwise, the patch may appear cut off > along some edges. Subsection "Advanced Placement in 3D": > Width and height of the patch can also be specified in normalized > units using the nw and nh parameters. Unlike w and h, which give the > total width and height of the patch, these parameters describe the > visible width and height. On panoramas and slides, this is one patch > pixel less than the total width or height because a margin of half a > pixel is cut off each side of the patch, so that the centers of the > outermost pixels lie on the edge, to enable a bilinearly interpolated > patch to blend seamlessly into a bilinearly interpolated background > image. This is similar to what’s done with the cube faces as > described under “Making Cubic Panoramas” in section 2.8 “Cubic > Panoramas”. You should be able to see this if you make your window so big that you can clearly see the interpolation of the pixels (at least 3 or 4 times as big as the original size of the background image). The upshot of it is that to do what you want, the covering patch must be strictly wider (not the same width) as what it's supposed to cover. In the wider-than-background case, that patch must be wider-than-background too. (Because you're stacking multiple patches rather than just putting a patch on the background image, replace "background image" in the first manual quotation with "whatever is behind it".) If you come to the conclusion that this is not what you're seeing, then it's entirely possible that we don't handle wider-than-background patches properly. I don't think I have ever tested those. In that case I would appreciate a complete reproducing example. It has recently occurred to me that it could under some circumstances be useful to be able to display only a (movable) subrectangle of an image on a patch. That would remove the need for a wider-than-background patch (and for covering up most of it) in your case too, I think. -Christian ------------------------------------------------------------------------------ All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-novd2d _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users -----Inline Attachment Follows----- ------------------------------------------------------------------------------ Cloud Services Checklist: Pricing and Packaging Optimization This white paper is intended to serve as a reference, checklist and point of discussion for anyone considering optimizing the pricing and packaging model of a cloud services business. Read Now! http://www.accelacomm.com/jaw/sfnl/114/51491232/ -----Inline Attachment Follows----- _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: James C. W. <jfc...@ya...> - 2011-12-09 21:41:20
|
debug: loading image resources/cursor_hand.png debug: loading image resources/cursor_hand_open.png debug: loading image resources/cursor_hand_closed.png debug: loading image resources/cursor_hand_left.png debug: loading image resources/cursor_hand_right.png debug: loading image resources/cursor_hand_lleft.png debug: loading image resources/cursor_hand_rright.png debug: loading image resources/cursor_hand_up.png debug: loading image resources/cursor_hand_down.png debug: loading image resources/cursor_hand_forward.png debug: loading image resources/cursor_hand_back.png debug: loading image resources/cursor_hand_lout.png debug: loading image resources/cursor_hand_rout.png debug: loading image resources/cursor_hand_zoom.png debug: loading image resources/cursor_hand_zoomin.png debug: loading image resources/cursor_hand_zoomout.png debug: loading image resources/cursor_zip.png debug: loading image resources/cursor_arrow.png debug: loading image resources/cursor_pencil.png debug: loading image resources/cursor_eyedropper.png debug: loading image resources/cursor_pan.png debug: loading image resources/cursor_dot.png debug: loading image resources/cursor_triangle.png debug: loading image resources/cursor_ibeam.png debug: loading image cur/neutral.png debug: loading image cur/active.png debug: loading image cur/examine.png debug: loading image cur/backup.png debug: loading image cur/inventory.png debug: loading image cur/left.png debug: loading image cur/right.png debug: loading image cur/down.png debug: loading image cur/up.png debug: loading image cur/blankCur.png debug: loading image 52/0.jpg debug: loading image 52/1.jpg debug: loading image 52/2.jpg debug: loading image 52/3.jpg debug: loading image 52/4.jpg debug: loading image 52/5.jpg debug: loading image 52/hotspotmap.png debug: loading image 52/var_tapeRecGone_front.jpg debug: loading image 52/hallLgtOff_front.jpg debug: loading image 52/hallLgtOff_left.jpg debug: loading image tex/blank.png debug: got image tex/blank.png from cache debug: got image tex/blank.png from cache debug: got image tex/blank.png from cache debug: got data for image 52/hotspotmap.png from cache debug: feeding image 52/0.jpg to GL, 24 bpp, texture ID 3 debug: got data for image 52/0.jpg from cache debug: feeding image 52/1.jpg to GL, 24 bpp, texture ID 4 debug: got data for image 52/1.jpg from cache debug: feeding image 52/2.jpg to GL, 24 bpp, texture ID 5 debug: got data for image 52/2.jpg from cache debug: feeding image 52/3.jpg to GL, 24 bpp, texture ID 6 debug: got data for image 52/3.jpg from cache debug: feeding image 52/4.jpg to GL, 24 bpp, texture ID 7 debug: got data for image 52/4.jpg from cache debug: feeding image 52/5.jpg to GL, 24 bpp, texture ID 8 debug: got data for image 52/5.jpg from cache debug: feeding image 52/var_tapeRecGone_front.jpg to GL, 24 bpp, texture ID 9 debug: got data for image 52/var_tapeRecGone_front.jpg from cache debug: feeding image 52/hallLgtOff_front.jpg to GL, 24 bpp, texture ID 10 debug: got data for image 52/hallLgtOff_front.jpg from cache debug: feeding image 52/hallLgtOff_left.jpg to GL, 24 bpp, texture ID 11 debug: got data for image 52/hallLgtOff_left.jpg from cache debug: feeding image tex/blank.png to GL, 32 bpp, texture ID 12 debug: got data for image tex/blank.png from cache debug: loading image 52/anim_fanspinning/back/0.jpg debug: feeding image 52/anim_fanspinning/back/0.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/0.jpg from cache debug: loading image 52/anim_fanspinning/left/0.jpg debug: feeding image 52/anim_fanspinning/left/0.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/0.jpg from cache debug: loading image 52/anim_fanspinning/back/1.jpg debug: feeding image 52/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/1.jpg from cache debug: loading image 52/anim_fanspinning/left/1.jpg debug: feeding image 52/anim_fanspinning/left/1.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/1.jpg from cache debug: feeding image cur/neutral.png to GL, 32 bpp, texture ID 15 debug: got data for image cur/neutral.png from cache debug: feeding image cur/active.png to GL, 32 bpp, texture ID 16 debug: got data for image cur/active.png from cache debug: loading image 52/anim_fanspinning/back/2.jpg debug: feeding image 52/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/2.jpg from cache debug: loading image 52/anim_fanspinning/left/2.jpg debug: feeding image 52/anim_fanspinning/left/2.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/2.jpg from cache debug: loading image 52/anim_fanspinning/back/3.jpg debug: feeding image 52/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/3.jpg from cache debug: loading image 52/anim_fanspinning/left/3.jpg debug: feeding image 52/anim_fanspinning/left/3.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/3.jpg from cache debug: got image 52/anim_fanspinning/back/1.jpg from cache debug: feeding image 52/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/1.jpg from cache debug: got image 52/anim_fanspinning/left/1.jpg from cache debug: feeding image 52/anim_fanspinning/left/1.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/1.jpg from cache debug: got image 52/anim_fanspinning/back/2.jpg from cache debug: feeding image 52/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/2.jpg from cache debug: got image 52/anim_fanspinning/left/2.jpg from cache debug: feeding image 52/anim_fanspinning/left/2.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/2.jpg from cache debug: got image 52/anim_fanspinning/back/3.jpg from cache debug: feeding image 52/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/3.jpg from cache debug: got image 52/anim_fanspinning/left/3.jpg from cache debug: feeding image 52/anim_fanspinning/left/3.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/3.jpg from cache debug: got image 52/anim_fanspinning/back/1.jpg from cache debug: feeding image 52/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/1.jpg from cache debug: got image 52/anim_fanspinning/left/1.jpg from cache debug: feeding image 52/anim_fanspinning/left/1.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/1.jpg from cache debug: got image 52/anim_fanspinning/back/2.jpg from cache debug: feeding image 52/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/2.jpg from cache debug: got image 52/anim_fanspinning/left/2.jpg from cache debug: feeding image 52/anim_fanspinning/left/2.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/2.jpg from cache debug: got image 52/anim_fanspinning/back/3.jpg from cache debug: feeding image 52/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/3.jpg from cache debug: got image 52/anim_fanspinning/left/3.jpg from cache debug: feeding image 52/anim_fanspinning/left/3.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/3.jpg from cache debug: got image 52/anim_fanspinning/back/1.jpg from cache debug: feeding image 52/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/1.jpg from cache debug: got image 52/anim_fanspinning/left/1.jpg from cache debug: feeding image 52/anim_fanspinning/left/1.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/1.jpg from cache debug: got image 52/anim_fanspinning/back/2.jpg from cache debug: feeding image 52/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/2.jpg from cache debug: got image 52/anim_fanspinning/left/2.jpg from cache debug: feeding image 52/anim_fanspinning/left/2.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/2.jpg from cache debug: got image 52/anim_fanspinning/back/3.jpg from cache debug: feeding image 52/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/3.jpg from cache debug: got image 52/anim_fanspinning/left/3.jpg from cache debug: feeding image 52/anim_fanspinning/left/3.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/3.jpg from cache debug: got image 52/anim_fanspinning/back/1.jpg from cache debug: feeding image 52/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/1.jpg from cache debug: got image 52/anim_fanspinning/left/1.jpg from cache debug: feeding image 52/anim_fanspinning/left/1.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/1.jpg from cache debug: got image 52/anim_fanspinning/back/2.jpg from cache debug: feeding image 52/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/2.jpg from cache debug: got image 52/anim_fanspinning/left/2.jpg from cache debug: feeding image 52/anim_fanspinning/left/2.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/2.jpg from cache debug: got image 52/anim_fanspinning/back/3.jpg from cache debug: feeding image 52/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/3.jpg from cache debug: got image 52/anim_fanspinning/left/3.jpg from cache debug: feeding image 52/anim_fanspinning/left/3.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/3.jpg from cache debug: got image 52/anim_fanspinning/back/1.jpg from cache debug: feeding image 52/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/1.jpg from cache debug: got image 52/anim_fanspinning/left/1.jpg from cache debug: feeding image 52/anim_fanspinning/left/1.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/1.jpg from cache debug: got image 52/anim_fanspinning/back/2.jpg from cache debug: feeding image 52/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/2.jpg from cache debug: got image 52/anim_fanspinning/left/2.jpg from cache debug: feeding image 52/anim_fanspinning/left/2.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/2.jpg from cache debug: got image 52/anim_fanspinning/back/3.jpg from cache debug: feeding image 52/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/3.jpg from cache debug: got image 52/anim_fanspinning/left/3.jpg from cache debug: feeding image 52/anim_fanspinning/left/3.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/3.jpg from cache debug: got image 52/anim_fanspinning/back/1.jpg from cache debug: feeding image 52/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/1.jpg from cache debug: got image 52/anim_fanspinning/left/1.jpg from cache debug: feeding image 52/anim_fanspinning/left/1.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/1.jpg from cache debug: got image 52/anim_fanspinning/back/2.jpg from cache debug: feeding image 52/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/2.jpg from cache debug: got image 52/anim_fanspinning/left/2.jpg from cache debug: feeding image 52/anim_fanspinning/left/2.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/2.jpg from cache debug: got image 52/anim_fanspinning/back/3.jpg from cache debug: feeding image 52/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/3.jpg from cache debug: got image 52/anim_fanspinning/left/3.jpg from cache debug: feeding image 52/anim_fanspinning/left/3.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/3.jpg from cache debug: got image 52/anim_fanspinning/back/1.jpg from cache debug: feeding image 52/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/1.jpg from cache debug: got image 52/anim_fanspinning/left/1.jpg from cache debug: feeding image 52/anim_fanspinning/left/1.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/1.jpg from cache debug: got image 52/anim_fanspinning/back/2.jpg from cache debug: feeding image 52/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/2.jpg from cache debug: got image 52/anim_fanspinning/left/2.jpg from cache debug: feeding image 52/anim_fanspinning/left/2.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/2.jpg from cache debug: got image 52/anim_fanspinning/back/3.jpg from cache debug: feeding image 52/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/3.jpg from cache debug: got image 52/anim_fanspinning/left/3.jpg from cache debug: feeding image 52/anim_fanspinning/left/3.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/3.jpg from cache debug: got image 52/anim_fanspinning/back/1.jpg from cache debug: feeding image 52/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/1.jpg from cache debug: got image 52/anim_fanspinning/left/1.jpg from cache debug: feeding image 52/anim_fanspinning/left/1.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/1.jpg from cache debug: got image 52/anim_fanspinning/back/2.jpg from cache debug: feeding image 52/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/2.jpg from cache debug: image 52/anim_fanspinning/left/3.jpg collected (texture ID 0) debug: image 52/anim_fanspinning/back/3.jpg collected (texture ID 0) debug: image 52/anim_fanspinning/left/2.jpg collected (texture ID 0) debug: image 52/anim_fanspinning/back/1.jpg collected (texture ID 0) debug: image 52/anim_fanspinning/left/0.jpg collected (texture ID 0) debug: image 52/anim_fanspinning/back/0.jpg collected (texture ID 0) debug: loading image 52/anim_fanspinning/left/2.jpg debug: feeding image 52/anim_fanspinning/left/2.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/2.jpg from cache debug: loading image 52/anim_fanspinning/back/3.jpg debug: feeding image 52/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/3.jpg from cache debug: loading image 52/anim_fanspinning/left/3.jpg debug: feeding image 52/anim_fanspinning/left/3.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/3.jpg from cache debug: loading image 52/anim_fanspinning/back/1.jpg debug: feeding image 52/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/1.jpg from cache debug: got image 52/anim_fanspinning/left/1.jpg from cache debug: feeding image 52/anim_fanspinning/left/1.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/1.jpg from cache debug: got image 52/anim_fanspinning/back/2.jpg from cache debug: feeding image 52/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/2.jpg from cache debug: got image 52/anim_fanspinning/left/2.jpg from cache debug: feeding image 52/anim_fanspinning/left/2.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/2.jpg from cache debug: feeding image resources/cursor_dot.png to GL, 32 bpp, texture ID 17 debug: got data for image resources/cursor_dot.png from cache debug: feeding image resources/cursor_triangle.png to GL, 32 bpp, texture ID 18 debug: got data for image resources/cursor_triangle.png from cache debug: got image 52/anim_fanspinning/back/3.jpg from cache debug: feeding image 52/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/3.jpg from cache debug: got image 52/anim_fanspinning/left/3.jpg from cache debug: feeding image 52/anim_fanspinning/left/3.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/3.jpg from cache debug: got image 52/anim_fanspinning/back/1.jpg from cache debug: feeding image 52/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/1.jpg from cache debug: got image 52/anim_fanspinning/left/1.jpg from cache debug: feeding image 52/anim_fanspinning/left/1.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/1.jpg from cache debug: got image 52/anim_fanspinning/back/2.jpg from cache debug: feeding image 52/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/2.jpg from cache debug: got image 52/anim_fanspinning/left/2.jpg from cache debug: feeding image 52/anim_fanspinning/left/2.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/2.jpg from cache debug: got image 52/anim_fanspinning/back/3.jpg from cache debug: feeding image 52/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/3.jpg from cache debug: got image 52/anim_fanspinning/left/3.jpg from cache debug: feeding image 52/anim_fanspinning/left/3.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/3.jpg from cache debug: got image 52/anim_fanspinning/back/1.jpg from cache debug: feeding image 52/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/1.jpg from cache debug: got image 52/anim_fanspinning/left/1.jpg from cache debug: feeding image 52/anim_fanspinning/left/1.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/1.jpg from cache debug: got image 52/anim_fanspinning/back/2.jpg from cache debug: feeding image 52/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/2.jpg from cache debug: got image 52/anim_fanspinning/left/2.jpg from cache debug: feeding image 52/anim_fanspinning/left/2.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/2.jpg from cache debug: got image 52/anim_fanspinning/back/3.jpg from cache debug: feeding image 52/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/3.jpg from cache debug: got image 52/anim_fanspinning/left/3.jpg from cache debug: feeding image 52/anim_fanspinning/left/3.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/3.jpg from cache debug: got image 52/anim_fanspinning/back/1.jpg from cache debug: feeding image 52/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/1.jpg from cache debug: got image 52/anim_fanspinning/left/1.jpg from cache debug: feeding image 52/anim_fanspinning/left/1.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/1.jpg from cache debug: got image 52/anim_fanspinning/back/2.jpg from cache debug: feeding image 52/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/2.jpg from cache debug: got image 52/anim_fanspinning/left/2.jpg from cache debug: feeding image 52/anim_fanspinning/left/2.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/2.jpg from cache debug: got image 52/anim_fanspinning/back/3.jpg from cache debug: feeding image 52/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/3.jpg from cache debug: got image 52/anim_fanspinning/left/3.jpg from cache debug: feeding image 52/anim_fanspinning/left/3.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/3.jpg from cache debug: got image 52/anim_fanspinning/back/1.jpg from cache debug: feeding image 52/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/1.jpg from cache debug: got image 52/anim_fanspinning/left/1.jpg from cache debug: feeding image 52/anim_fanspinning/left/1.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/1.jpg from cache debug: got image 52/anim_fanspinning/back/2.jpg from cache debug: feeding image 52/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/2.jpg from cache debug: got image 52/anim_fanspinning/left/2.jpg from cache debug: feeding image 52/anim_fanspinning/left/2.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/2.jpg from cache debug: got image 52/anim_fanspinning/back/3.jpg from cache debug: feeding image 52/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/3.jpg from cache debug: got image 52/anim_fanspinning/left/3.jpg from cache debug: feeding image 52/anim_fanspinning/left/3.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/3.jpg from cache debug: got image 52/anim_fanspinning/back/1.jpg from cache debug: feeding image 52/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/1.jpg from cache debug: got image 52/anim_fanspinning/left/1.jpg from cache debug: feeding image 52/anim_fanspinning/left/1.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/1.jpg from cache debug: got image 52/anim_fanspinning/back/2.jpg from cache debug: feeding image 52/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/2.jpg from cache debug: got image 52/anim_fanspinning/left/2.jpg from cache debug: feeding image 52/anim_fanspinning/left/2.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/2.jpg from cache debug: got image 52/anim_fanspinning/back/3.jpg from cache debug: feeding image 52/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/3.jpg from cache debug: got image 52/anim_fanspinning/left/3.jpg from cache debug: feeding image 52/anim_fanspinning/left/3.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/3.jpg from cache debug: got image 52/anim_fanspinning/back/1.jpg from cache debug: feeding image 52/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/1.jpg from cache debug: got image 52/anim_fanspinning/left/1.jpg from cache debug: feeding image 52/anim_fanspinning/left/1.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/1.jpg from cache debug: got image 52/anim_fanspinning/back/2.jpg from cache debug: feeding image 52/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/2.jpg from cache debug: got image 52/anim_fanspinning/left/2.jpg from cache debug: feeding image 52/anim_fanspinning/left/2.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/2.jpg from cache debug: got image 52/anim_fanspinning/back/3.jpg from cache debug: feeding image 52/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/3.jpg from cache debug: got image 52/anim_fanspinning/left/3.jpg from cache debug: feeding image 52/anim_fanspinning/left/3.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/3.jpg from cache debug: got image 52/anim_fanspinning/back/1.jpg from cache debug: feeding image 52/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/1.jpg from cache debug: got image 52/anim_fanspinning/left/1.jpg from cache debug: feeding image 52/anim_fanspinning/left/1.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/1.jpg from cache debug: got image 52/anim_fanspinning/back/2.jpg from cache debug: feeding image 52/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 52/anim_fanspinning/back/2.jpg from cache debug: got image 52/anim_fanspinning/left/2.jpg from cache debug: feeding image 52/anim_fanspinning/left/2.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 52/anim_fanspinning/left/2.jpg from cache debug: loading image 57/0.jpg debug: loading image 57/1.jpg debug: cleaning data of image 52/0.jpg from cache debug: cleaning data of image cur/blankCur.png from cache debug: cleaning data of image cur/up.png from cache debug: cleaning data of image cur/down.png from cache debug: cleaning data of image cur/right.png from cache debug: cleaning data of image cur/left.png from cache debug: cleaning data of image cur/inventory.png from cache debug: cleaning data of image cur/backup.png from cache debug: cleaning data of image cur/examine.png from cache debug: cleaning data of image cur/active.png from cache debug: cleaning data of image cur/neutral.png from cache debug: cleaning data of image resources/cursor_ibeam.png from cache debug: cleaning data of image resources/cursor_triangle.png from cache debug: cleaning data of image resources/cursor_dot.png from cache debug: cleaning data of image resources/cursor_pan.png from cache debug: cleaning data of image resources/cursor_eyedropper.png from cache debug: cleaning data of image resources/cursor_pencil.png from cache debug: cleaning data of image resources/cursor_arrow.png from cache debug: cleaning data of image resources/cursor_zip.png from cache debug: cleaning data of image resources/cursor_hand_zoomout.png from cache debug: cleaning data of image resources/cursor_hand_zoomin.png from cache debug: cleaning data of image resources/cursor_hand_zoom.png from cache debug: cleaning data of image resources/cursor_hand_rout.png from cache debug: cleaning data of image resources/cursor_hand_lout.png from cache debug: cleaning data of image resources/cursor_hand_back.png from cache debug: cleaning data of image resources/cursor_hand_forward.png from cache debug: cleaning data of image resources/cursor_hand_down.png from cache debug: cleaning data of image resources/cursor_hand_up.png from cache debug: cleaning data of image resources/cursor_hand_rright.png from cache debug: cleaning data of image resources/cursor_hand_lleft.png from cache debug: cleaning data of image resources/cursor_hand_right.png from cache debug: cleaning data of image resources/cursor_hand_left.png from cache debug: cleaning data of image resources/cursor_hand_closed.png from cache debug: cleaning data of image resources/cursor_hand_open.png from cache debug: cleaning data of image resources/cursor_hand.png from cache debug: loading image 57/2.jpg debug: cleaning data of image 52/1.jpg from cache debug: loading image 57/3.jpg debug: cleaning data of image 52/2.jpg from cache debug: loading image 57/4.jpg debug: cleaning data of image 52/3.jpg from cache debug: loading image 57/5.jpg debug: cleaning data of image 52/4.jpg from cache debug: loading image 57/hotspotmap.png debug: cleaning data of image 52/5.jpg from cache debug: loading image 57/var_tapeRecGone_front.jpg debug: loading image 57/var_elevOpen_left.jpg debug: loading image 57/hallLgtOff_front.jpg debug: loading image 57/hallLgtOff_bottom.jpg debug: loading image 57/hallLgtOff_left.jpg debug: cleaning data of image 52/hallLgtOff_front.jpg from cache debug: cleaning data of image 52/var_tapeRecGone_front.jpg from cache debug: loading image 57/var_elevOpen_hallLgtOff_left.jpg debug: cleaning data of image 52/hallLgtOff_left.jpg from cache debug: got image tex/blank.png from cache debug: got image tex/blank.png from cache debug: got image tex/blank.png from cache debug: got image tex/blank.png from cache debug: got data for image 57/hotspotmap.png from cache debug: feeding image 57/0.jpg to GL, 24 bpp, texture ID 3 debug: got data for image 57/0.jpg from cache debug: feeding image 57/1.jpg to GL, 24 bpp, texture ID 4 debug: got data for image 57/1.jpg from cache debug: feeding image 57/2.jpg to GL, 24 bpp, texture ID 5 debug: got data for image 57/2.jpg from cache debug: feeding image 57/3.jpg to GL, 24 bpp, texture ID 6 debug: got data for image 57/3.jpg from cache debug: feeding image 57/4.jpg to GL, 24 bpp, texture ID 7 debug: got data for image 57/4.jpg from cache debug: feeding image 57/5.jpg to GL, 24 bpp, texture ID 8 debug: got data for image 57/5.jpg from cache debug: feeding image 57/var_tapeRecGone_front.jpg to GL, 24 bpp, texture ID 9 debug: got data for image 57/var_tapeRecGone_front.jpg from cache debug: feeding image 57/var_elevOpen_left.jpg to GL, 24 bpp, texture ID 10 debug: got data for image 57/var_elevOpen_left.jpg from cache debug: feeding image 57/hallLgtOff_front.jpg to GL, 24 bpp, texture ID 11 debug: got data for image 57/hallLgtOff_front.jpg from cache debug: feeding image 57/hallLgtOff_bottom.jpg to GL, 24 bpp, texture ID 12 debug: got data for image 57/hallLgtOff_bottom.jpg from cache debug: feeding image 57/hallLgtOff_left.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 57/hallLgtOff_left.jpg from cache debug: feeding image 57/var_elevOpen_hallLgtOff_left.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 57/var_elevOpen_hallLgtOff_left.jpg from cache debug: feeding image tex/blank.png to GL, 32 bpp, texture ID 19 debug: got data for image tex/blank.png from cache debug: loading image 57/anim_fanspinning/back/0.jpg debug: cleaning data of image 57/0.jpg from cache debug: cleaning data of image 52/anim_fanspinning/left/2.jpg from cache debug: cleaning data of image 52/anim_fanspinning/back/2.jpg from cache debug: cleaning data of image 52/anim_fanspinning/left/1.jpg from cache debug: cleaning data of image 52/anim_fanspinning/back/1.jpg from cache debug: cleaning data of image 52/anim_fanspinning/left/3.jpg from cache debug: cleaning data of image 52/anim_fanspinning/back/3.jpg from cache debug: feeding image 57/anim_fanspinning/back/0.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/0.jpg from cache 52 -> 57: 478 ms debug: loading image 57/anim_fanspinning/back/1.jpg debug: feeding image 57/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/1.jpg from cache debug: loading image 57/anim_fanspinning/back/2.jpg debug: cleaning data of image 52/hotspotmap.png from cache debug: feeding image 57/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/2.jpg from cache debug: loading image 57/anim_fanspinning/back/3.jpg debug: feeding image 57/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/3.jpg from cache debug: got image 57/anim_fanspinning/back/1.jpg from cache debug: feeding image 57/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/1.jpg from cache debug: got image 57/anim_fanspinning/back/2.jpg from cache debug: feeding image 57/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/2.jpg from cache debug: got image 57/anim_fanspinning/back/3.jpg from cache debug: feeding image 57/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/3.jpg from cache debug: got image 57/anim_fanspinning/back/1.jpg from cache debug: feeding image 57/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/1.jpg from cache debug: got image 57/anim_fanspinning/back/2.jpg from cache debug: feeding image 57/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/2.jpg from cache debug: got image 57/anim_fanspinning/back/3.jpg from cache debug: feeding image 57/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/3.jpg from cache debug: got image 57/anim_fanspinning/back/1.jpg from cache debug: feeding image 57/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/1.jpg from cache debug: got image 57/anim_fanspinning/back/2.jpg from cache debug: feeding image 57/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/2.jpg from cache debug: got image 57/anim_fanspinning/back/3.jpg from cache debug: feeding image 57/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/3.jpg from cache debug: got image 57/anim_fanspinning/back/1.jpg from cache debug: feeding image 57/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/1.jpg from cache debug: got image 57/anim_fanspinning/back/2.jpg from cache debug: feeding image 57/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/2.jpg from cache debug: got image 57/anim_fanspinning/back/3.jpg from cache debug: feeding image 57/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/3.jpg from cache debug: got image 57/anim_fanspinning/back/1.jpg from cache debug: feeding image 57/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/1.jpg from cache debug: got image 57/anim_fanspinning/back/2.jpg from cache debug: feeding image 57/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/2.jpg from cache debug: got image 57/anim_fanspinning/back/3.jpg from cache debug: feeding image 57/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/3.jpg from cache debug: got image 57/anim_fanspinning/back/1.jpg from cache debug: feeding image 57/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/1.jpg from cache debug: got image 57/anim_fanspinning/back/2.jpg from cache debug: feeding image 57/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/2.jpg from cache debug: got image 57/anim_fanspinning/back/3.jpg from cache debug: feeding image 57/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 20 debug: got data for image 57/anim_fanspinning/back/3.jpg from cache debug: loading image 59/0.jpg debug: loading image 59/1.jpg debug: cleaning data of image 57/1.jpg from cache debug: loading image 59/2.jpg debug: cleaning data of image 57/2.jpg from cache debug: loading image 59/3.jpg debug: cleaning data of image 57/3.jpg from cache debug: loading image 59/4.jpg debug: cleaning data of image 57/4.jpg from cache debug: loading image 59/5.jpg debug: cleaning data of image 57/5.jpg from cache debug: loading image 59/hotspotmap.png debug: cleaning data of image 57/hallLgtOff_left.jpg from cache debug: cleaning data of image 57/hallLgtOff_bottom.jpg from cache debug: cleaning data of image 57/hallLgtOff_front.jpg from cache debug: cleaning data of image 57/var_elevOpen_left.jpg from cache debug: cleaning data of image 57/var_tapeRecGone_front.jpg from cache debug: loading image 59/var_tapeRecGone_front.jpg debug: loading image 59/var_tapeRecGone_right.jpg debug: loading image 59/var_elevOpen_left.jpg debug: loading image 59/hallLgtOff_left.jpg debug: loading image 59/var_elevOpen_hallLgtOff_left.jpg debug: cleaning data of image 59/0.jpg from cache debug: cleaning data of image 57/anim_fanspinning/back/3.jpg from cache debug: cleaning data of image 57/anim_fanspinning/back/2.jpg from cache debug: cleaning data of image 57/anim_fanspinning/back/1.jpg from cache debug: cleaning data of image 57/anim_fanspinning/back/0.jpg from cache debug: cleaning data of image tex/blank.png from cache debug: cleaning data of image 57/var_elevOpen_hallLgtOff_left.jpg from cache debug: loading image 59/hallLgtOff_bottom.jpg debug: cleaning data of image 59/1.jpg from cache debug: loading image 59/hallLgtOff_front.jpg debug: got image tex/blank.png from cache debug: got image tex/blank.png from cache debug: got image tex/blank.png from cache debug: got image tex/blank.png from cache debug: got data for image 59/hotspotmap.png from cache debug: feeding image 59/0.jpg to GL, 24 bpp, texture ID 3 debug: loading image 59/0.jpg debug: feeding image 59/1.jpg to GL, 24 bpp, texture ID 4 debug: loading image 59/1.jpg debug: cleaning data of image 59/0.jpg from cache debug: feeding image 59/2.jpg to GL, 24 bpp, texture ID 5 debug: got data for image 59/2.jpg from cache debug: feeding image 59/3.jpg to GL, 24 bpp, texture ID 6 debug: got data for image 59/3.jpg from cache debug: feeding image 59/4.jpg to GL, 24 bpp, texture ID 7 debug: got data for image 59/4.jpg from cache debug: feeding image 59/5.jpg to GL, 24 bpp, texture ID 8 debug: got data for image 59/5.jpg from cache debug: feeding image 59/var_tapeRecGone_front.jpg to GL, 24 bpp, texture ID 9 debug: got data for image 59/var_tapeRecGone_front.jpg from cache debug: feeding image 59/var_tapeRecGone_right.jpg to GL, 24 bpp, texture ID 10 debug: got data for image 59/var_tapeRecGone_right.jpg from cache debug: feeding image 59/var_elevOpen_left.jpg to GL, 24 bpp, texture ID 11 debug: got data for image 59/var_elevOpen_left.jpg from cache debug: feeding image 59/hallLgtOff_left.jpg to GL, 24 bpp, texture ID 12 debug: got data for image 59/hallLgtOff_left.jpg from cache debug: feeding image 59/var_elevOpen_hallLgtOff_left.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 59/var_elevOpen_hallLgtOff_left.jpg from cache debug: feeding image 59/hallLgtOff_bottom.jpg to GL, 24 bpp, texture ID 14 debug: got data for image 59/hallLgtOff_bottom.jpg from cache debug: feeding image 59/hallLgtOff_front.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 59/hallLgtOff_front.jpg from cache debug: feeding image tex/blank.png to GL, 32 bpp, texture ID 20 debug: loading image tex/blank.png debug: cleaning data of image 59/1.jpg from cache debug: loading image 59/anim_fanspinning/back/0.jpg debug: feeding image 59/anim_fanspinning/back/0.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/0.jpg from cache 57 -> 59: 694 ms debug: loading image 59/anim_fanspinning/back/1.jpg debug: feeding image 59/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/1.jpg from cache debug: loading image 59/anim_fanspinning/back/2.jpg debug: cleaning data of image 57/hotspotmap.png from cache debug: feeding image 59/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/2.jpg from cache debug: loading image 59/anim_fanspinning/back/3.jpg debug: feeding image 59/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/3.jpg from cache debug: got image 59/anim_fanspinning/back/1.jpg from cache debug: feeding image 59/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/1.jpg from cache debug: got image 59/anim_fanspinning/back/2.jpg from cache debug: feeding image 59/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/2.jpg from cache debug: got image 59/anim_fanspinning/back/3.jpg from cache debug: feeding image 59/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/3.jpg from cache debug: got image 59/anim_fanspinning/back/1.jpg from cache debug: feeding image 59/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/1.jpg from cache debug: got image 59/anim_fanspinning/back/2.jpg from cache debug: feeding image 59/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/2.jpg from cache debug: got image 59/anim_fanspinning/back/3.jpg from cache debug: feeding image 59/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/3.jpg from cache debug: got image 59/anim_fanspinning/back/1.jpg from cache debug: feeding image 59/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/1.jpg from cache debug: got image 59/anim_fanspinning/back/2.jpg from cache debug: feeding image 59/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/2.jpg from cache debug: got image 59/anim_fanspinning/back/3.jpg from cache debug: feeding image 59/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/3.jpg from cache debug: got image 59/anim_fanspinning/back/1.jpg from cache debug: feeding image 59/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/1.jpg from cache debug: got image 59/anim_fanspinning/back/2.jpg from cache debug: feeding image 59/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/2.jpg from cache debug: got image 59/anim_fanspinning/back/3.jpg from cache debug: feeding image 59/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/3.jpg from cache debug: got image 59/anim_fanspinning/back/1.jpg from cache debug: feeding image 59/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/1.jpg from cache debug: got image 59/anim_fanspinning/back/2.jpg from cache debug: feeding image 59/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/2.jpg from cache debug: got image 59/anim_fanspinning/back/3.jpg from cache debug: feeding image 59/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/3.jpg from cache debug: got image 59/anim_fanspinning/back/1.jpg from cache debug: feeding image 59/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/1.jpg from cache debug: got image 59/anim_fanspinning/back/2.jpg from cache debug: feeding image 59/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 21 debug: got data for image 59/anim_fanspinning/back/2.jpg from cache debug: loading image 60/0.jpg debug: loading image 60/1.jpg debug: cleaning data of image 59/2.jpg from cache debug: loading image 60/2.jpg debug: cleaning data of image 59/3.jpg from cache debug: loading image 60/3.jpg debug: cleaning data of image 59/4.jpg from cache debug: loading image 60/4.jpg debug: cleaning data of image 59/5.jpg from cache debug: loading image 60/5.jpg debug: cleaning data of image 59/hallLgtOff_left.jpg from cache debug: cleaning data of image 59/var_elevOpen_left.jpg from cache debug: cleaning data of image 59/var_tapeRecGone_right.jpg from cache debug: cleaning data of image 59/var_tapeRecGone_front.jpg from cache debug: loading image 60/hotspotmap.png debug: cleaning data of image 59/var_elevOpen_hallLgtOff_left.jpg from cache debug: loading image 60/var_tapeRecGone_right.jpg debug: loading image 60/var_elevOpen_left.jpg debug: loading image 60/hallLgtOff_left.jpg debug: loading image 60/var_elevOpen_hallLgtOff_left.jpg debug: cleaning data of image 60/0.jpg from cache debug: cleaning data of image 59/anim_fanspinning/back/2.jpg from cache debug: cleaning data of image 59/anim_fanspinning/back/1.jpg from cache debug: cleaning data of image 59/anim_fanspinning/back/3.jpg from cache debug: cleaning data of image 59/anim_fanspinning/back/0.jpg from cache debug: cleaning data of image tex/blank.png from cache debug: cleaning data of image 59/hallLgtOff_front.jpg from cache debug: cleaning data of image 59/hallLgtOff_bottom.jpg from cache debug: loading image 60/hallLgtOff_bottom.jpg debug: cleaning data of image 60/1.jpg from cache debug: got image tex/blank.png from cache debug: got image tex/blank.png from cache debug: got image tex/blank.png from cache debug: got image tex/blank.png from cache debug: got data for image 60/hotspotmap.png from cache debug: feeding image 60/0.jpg to GL, 24 bpp, texture ID 3 debug: loading image 60/0.jpg debug: feeding image 60/1.jpg to GL, 24 bpp, texture ID 4 debug: loading image 60/1.jpg debug: cleaning data of image 60/0.jpg from cache debug: feeding image 60/2.jpg to GL, 24 bpp, texture ID 5 debug: got data for image 60/2.jpg from cache debug: feeding image 60/3.jpg to GL, 24 bpp, texture ID 6 debug: got data for image 60/3.jpg from cache debug: feeding image 60/4.jpg to GL, 24 bpp, texture ID 7 debug: got data for image 60/4.jpg from cache debug: feeding image 60/5.jpg to GL, 24 bpp, texture ID 8 debug: got data for image 60/5.jpg from cache debug: feeding image 60/var_tapeRecGone_right.jpg to GL, 24 bpp, texture ID 9 debug: got data for image 60/var_tapeRecGone_right.jpg from cache debug: feeding image 60/var_elevOpen_left.jpg to GL, 24 bpp, texture ID 10 debug: got data for image 60/var_elevOpen_left.jpg from cache debug: feeding image 60/hallLgtOff_left.jpg to GL, 24 bpp, texture ID 11 debug: got data for image 60/hallLgtOff_left.jpg from cache debug: feeding image 60/var_elevOpen_hallLgtOff_left.jpg to GL, 24 bpp, texture ID 12 debug: got data for image 60/var_elevOpen_hallLgtOff_left.jpg from cache debug: feeding image 60/hallLgtOff_bottom.jpg to GL, 24 bpp, texture ID 13 debug: got data for image 60/hallLgtOff_bottom.jpg from cache debug: feeding image tex/blank.png to GL, 32 bpp, texture ID 14 debug: loading image tex/blank.png debug: cleaning data of image 60/1.jpg from cache debug: loading image 60/anim_fanspinning/back/0.jpg debug: feeding image 60/anim_fanspinning/back/0.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/0.jpg from cache 59 -> 60: 664 ms debug: loading image 60/anim_fanspinning/back/1.jpg debug: feeding image 60/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/1.jpg from cache debug: loading image 60/anim_fanspinning/back/2.jpg debug: cleaning data of image 59/hotspotmap.png from cache debug: feeding image 60/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/2.jpg from cache debug: loading image 60/anim_fanspinning/back/3.jpg debug: feeding image 60/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/3.jpg from cache debug: got image 60/anim_fanspinning/back/1.jpg from cache debug: feeding image 60/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/1.jpg from cache debug: got image 60/anim_fanspinning/back/2.jpg from cache debug: feeding image 60/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/2.jpg from cache debug: got image 60/anim_fanspinning/back/3.jpg from cache debug: feeding image 60/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/3.jpg from cache debug: got image 60/anim_fanspinning/back/1.jpg from cache debug: feeding image 60/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/1.jpg from cache debug: got image 60/anim_fanspinning/back/2.jpg from cache debug: feeding image 60/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/2.jpg from cache debug: got image 60/anim_fanspinning/back/3.jpg from cache debug: feeding image 60/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/3.jpg from cache debug: got image 60/anim_fanspinning/back/1.jpg from cache debug: feeding image 60/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/1.jpg from cache debug: got image 60/anim_fanspinning/back/2.jpg from cache debug: feeding image 60/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/2.jpg from cache debug: got image 60/anim_fanspinning/back/3.jpg from cache debug: feeding image 60/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/3.jpg from cache debug: got image 60/anim_fanspinning/back/1.jpg from cache debug: feeding image 60/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/1.jpg from cache debug: got image 60/anim_fanspinning/back/2.jpg from cache debug: feeding image 60/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/2.jpg from cache debug: got image 60/anim_fanspinning/back/3.jpg from cache debug: feeding image 60/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/3.jpg from cache debug: got image 60/anim_fanspinning/back/1.jpg from cache debug: feeding image 60/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/1.jpg from cache debug: got image 60/anim_fanspinning/back/2.jpg from cache debug: feeding image 60/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/2.jpg from cache debug: got image 60/anim_fanspinning/back/3.jpg from cache debug: feeding image 60/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/3.jpg from cache debug: got image 60/anim_fanspinning/back/1.jpg from cache debug: feeding image 60/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/1.jpg from cache debug: got image 60/anim_fanspinning/back/2.jpg from cache debug: feeding image 60/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/2.jpg from cache debug: got image 60/anim_fanspinning/back/3.jpg from cache debug: feeding image 60/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/3.jpg from cache debug: got image 60/anim_fanspinning/back/1.jpg from cache debug: feeding image 60/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/1.jpg from cache debug: got image 60/anim_fanspinning/back/2.jpg from cache debug: feeding image 60/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/2.jpg from cache debug: got image 60/anim_fanspinning/back/3.jpg from cache debug: feeding image 60/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/3.jpg from cache debug: got image 60/anim_fanspinning/back/1.jpg from cache debug: feeding image 60/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/1.jpg from cache debug: got image 60/anim_fanspinning/back/2.jpg from cache debug: feeding image 60/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/2.jpg from cache debug: got image 60/anim_fanspinning/back/3.jpg from cache debug: feeding image 60/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/3.jpg from cache debug: got image 60/anim_fanspinning/back/1.jpg from cache debug: feeding image 60/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/1.jpg from cache debug: got image 60/anim_fanspinning/back/2.jpg from cache debug: feeding image 60/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/2.jpg from cache debug: got image 60/anim_fanspinning/back/3.jpg from cache debug: feeding image 60/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/3.jpg from cache debug: got image 60/anim_fanspinning/back/1.jpg from cache debug: feeding image 60/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/1.jpg from cache debug: got image 60/anim_fanspinning/back/2.jpg from cache debug: feeding image 60/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/2.jpg from cache debug: got image 60/anim_fanspinning/back/3.jpg from cache debug: feeding image 60/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/3.jpg from cache debug: got image 60/anim_fanspinning/back/1.jpg from cache debug: feeding image 60/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/1.jpg from cache debug: got image 60/anim_fanspinning/back/2.jpg from cache debug: feeding image 60/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/2.jpg from cache debug: got image 60/anim_fanspinning/back/3.jpg from cache debug: feeding image 60/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/3.jpg from cache debug: got image 60/anim_fanspinning/back/1.jpg from cache debug: feeding image 60/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/1.jpg from cache debug: got image 60/anim_fanspinning/back/2.jpg from cache debug: feeding image 60/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/2.jpg from cache debug: got image 60/anim_fanspinning/back/3.jpg from cache debug: feeding image 60/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/3.jpg from cache debug: got image 60/anim_fanspinning/back/1.jpg from cache debug: feeding image 60/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/1.jpg from cache debug: got image 60/anim_fanspinning/back/2.jpg from cache debug: feeding image 60/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/2.jpg from cache debug: got image 60/anim_fanspinning/back/3.jpg from cache debug: feeding image 60/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/3.jpg from cache debug: got image 60/anim_fanspinning/back/1.jpg from cache debug: feeding image 60/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/1.jpg from cache debug: got image 60/anim_fanspinning/back/2.jpg from cache debug: feeding image 60/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/2.jpg from cache debug: got image 60/anim_fanspinning/back/3.jpg from cache debug: feeding image 60/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/3.jpg from cache debug: got image 60/anim_fanspinning/back/1.jpg from cache debug: feeding image 60/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/1.jpg from cache debug: got image 60/anim_fanspinning/back/2.jpg from cache debug: feeding image 60/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/2.jpg from cache debug: got image 60/anim_fanspinning/back/3.jpg from cache debug: feeding image 60/anim_fanspinning/back/3.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/3.jpg from cache debug: got image 60/anim_fanspinning/back/1.jpg from cache debug: feeding image 60/anim_fanspinning/back/1.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/1.jpg from cache debug: got image 60/anim_fanspinning/back/2.jpg from cache debug: feeding image 60/anim_fanspinning/back/2.jpg to GL, 24 bpp, texture ID 19 debug: got data for image 60/anim_fanspinning/back/2.jpg from cache debug: image 60/anim_fanspinning/back/3.jpg collected (texture ID 0) debug: image 60/anim_fanspinning/back/1.jpg collected (texture ID 0) debug: image 60/anim_fanspinning/back/0.jpg collected (texture ID 0) debug: image 59/anim_fanspinning/back/3.jpg collected (texture ID 0) debug: image 59/anim_fanspinning/back/2.jpg collected (texture ID 0) debug: image 59/anim_fanspinning/back/1.jpg collected (texture ID 0) debug: image 59/anim_fanspinning/back/0.jpg collected (texture ID 0) debug: image 59/hallLgtOff_front.jpg collected (texture ID 0) debug: image 59/hallLgtOff_bottom.jpg collected (texture ID 0) debug: image 59/var_elevOpen_hallLgtOff_left.jpg collected (texture ID 0) debug: image 59/hallLgtOff_left.jpg collected (texture ID 0) debug: image 59/var_elevOpen_left.jpg collected (texture ID 0) debug: image 59/var_tapeRecGone_right.jpg collected (texture ID 0) debug: image 59/var_tapeRecGone_front.jpg collected (texture ID 0) debug: image 59/hotspotmap.png collected (texture ID 0) debug: image 59/5.jpg collected (texture ID 0) debug: image 59/4.jpg collected (texture ID 0) debug: image 59/3.jpg collected (texture ID 0) debug: image 59/2.jpg collected (texture ID 0) debug: image 59/1.jpg collected (texture ID 0) debug: image 59/0.jpg collected (texture ID 0) debug: image 57/anim_fanspinning/back/3.jpg collected (texture ID 0) debug: image 57/anim_fanspinning/back/2.jpg collected (texture ID 0) debug: image 57/anim_fanspinning/back/1.jpg collected (texture ID 0) debug: image 57/anim_fanspinning/back/0.jpg collected (texture ID 0) debug: image 57/var_elevOpen_hallLgtOff_left.jpg collected (texture ID 0) debug: image 57/hallLgtOff_left.jpg collected (texture ID 0) debug: image 57/hallLgtOff_bottom.jpg collected (texture ID 0) debug: image 57/hallLgtOff_front.jpg collected (texture ID 0) debug: image 57/var_elevOpen_left.jpg collected (texture ID 0) debug: image 57/var_tapeRecGone_front.jpg collected (texture ID 0) debug: image 57/hotspotmap.png collected (texture ID 0) debug: image 57/5.jpg collected (texture ID 0) debug: image 57/4.jpg collected (texture ID 0) debug: image 57/3.jpg collected (texture ID 0) debug: image 57/2.jpg collected (texture ID... [truncated message content] |
From: Christian W. <cwa...@gm...> - 2011-12-09 12:09:05
|
James C. Wilson wrote: > However, a new spanner is in the works: Pipmak still doesn't seem to > translate the concatenation into the literal string needed. It just > prints out the standard "Unused key 13 pressed" and does nothing when I > press enter (the trigger for this whole thing). Note that if I replace > the string "HELP" in the query with the raw concatenation, pipmak finds > equality and it works.(But of course that doesn't help, cause that just > makes Pipmak see anything the player types as being correct.) > > Here's the chunk that seems to be the problem: > > elseif key == pipmak.key_return then > local execute = table.concat(keypress) > if execute == "HELP" then > pipmak.schedule(2, function() > preScreen = pipmak.newimage(460, 340) > preScreen:color(100, 33, 248) > screen:setimage(preScreen) > preScreen:drawtext(50, 90, ">:_" .. table.concat(keypress) .. "", > "../fonts/Daniel_J_-_Deka.otf", 18, pipmak.left) > preScreen:drawtext(50, 120, "VISITOR LOG \nMAP \nCOMMUNICATION > \nEMERGENCY", "../fonts/Daniel_J_-_Deka.otf", 18, pipmak.left) > screen:setimage(preScreen) > end) > return true > else > return false > end I see nothing wrong with that - evidently keypress is something different than {"H", "E", "L", "P"}, but since you don't show what it is (or how you compose it), there isn't enough information to say anything. Try inserting a "pipmak.print(execute)" to see what's there, or if keypress is a global variable, you can examine it using the Lua command line (enter "keypress" and press return, then use the crosshairs on the result to open the table inspector). (Unfortunately "pipmak.print(keypress)" isn't helpful, as it doesn't print the contents of the table.) By the way, you don't need to "screen:setimage(preScreen)" twice, once is sufficient - it's still the same image even after you draw into it. -Christian |
From: James C. W. <jfc...@ya...> - 2011-12-08 23:03:09
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Ah, thank you. I made the patch two pixels larger and placed it one pixel to the left of the screen. Thanks, James --- On Wed, 11/30/11, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: Patch rendering To: pip...@li... Date: Wednesday, November 30, 2011, 3:41 PM James C. Wilson wrote: > So I've got a potential bug relating to layered patch rendering... > > I've got a slide node with a blank, opaque background. Over the > background there are two patches: One, is a wider-then-background image > which scrolls back and forth over the background. The second, is a PNG > with a part in the middle made transparent, so you can see the scrolling > image behind it. It all works fine, however, I can see a seam, one pixel > wide, running on the left and right edges of the patch, peeking down > onto the scrolling image and the opaque background. > > This seam is also present in another node where the patch underneath is > smaller then the background and not scrollling. > > If the cause of this is well known I'd appreciate a heads-up. I've > already checked the PNG to see if I accidently created this seam myself > while editing; that wasn't the case. You are probably seeing what is described in the manual, section 2.9 "Patches", as follows: Subsection "Image": > For technical reasons (interpolation), the outermost pixels along > each edge of a patch image should either be identical to the > corresponding pixels of the background image or fully transparent. In > other words, the patch image should be one pixel larger on each side > than absolutely necessary. Otherwise, the patch may appear cut off > along some edges. Subsection "Advanced Placement in 3D": > Width and height of the patch can also be specified in normalized > units using the nw and nh parameters. Unlike w and h, which give the > total width and height of the patch, these parameters describe the > visible width and height. On panoramas and slides, this is one patch > pixel less than the total width or height because a margin of half a > pixel is cut off each side of the patch, so that the centers of the > outermost pixels lie on the edge, to enable a bilinearly interpolated > patch to blend seamlessly into a bilinearly interpolated background > image. This is similar to what’s done with the cube faces as > described under “Making Cubic Panoramas” in section 2.8 “Cubic > Panoramas”. You should be able to see this if you make your window so big that you can clearly see the interpolation of the pixels (at least 3 or 4 times as big as the original size of the background image). The upshot of it is that to do what you want, the covering patch must be strictly wider (not the same width) as what it's supposed to cover. In the wider-than-background case, that patch must be wider-than-background too. (Because you're stacking multiple patches rather than just putting a patch on the background image, replace "background image" in the first manual quotation with "whatever is behind it".) If you come to the conclusion that this is not what you're seeing, then it's entirely possible that we don't handle wider-than-background patches properly. I don't think I have ever tested those. In that case I would appreciate a complete reproducing example. It has recently occurred to me that it could under some circumstances be useful to be able to display only a (movable) subrectangle of an image on a patch. That would remove the need for a wider-than-background patch (and for covering up most of it) in your case too, I think. -Christian ------------------------------------------------------------------------------ All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-novd2d _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |