i don't use VCL, i have a bmp header structure record and fill it and write the file manually.Originally Posted by cairnswm
i don't use VCL, i have a bmp header structure record and fill it and write the file manually.Originally Posted by cairnswm
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
I know. But can you get it into a TBitmap object?Originally Posted by Delfi
William Cairns
My Games: http://www.cairnsgames.co.za (Currently very inactive)
MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)
Don't forget that if your in SDL mode you can't use the methods Delfi has provided, instead you have to use SDL_SaveBMP()
So, I've set my code up so that it checks a global InOpenGL flag and then calls the proper storage routine
- Jeremy
http://www.eonclash.com/
what has that to do with anything? o_O the code will work independently of SDL, VCL or any other library you can find out there, it will work if you even compile it into a DLL and inject it into quake3 or something like that, it uses it's own, pure opengl and just Tmemorystream routines to make a bitmap and save it to a file...Originally Posted by jdarling
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
If using SDL and OpenGL you may not actually be in OpenGL - in which case the SDL_SaveBMP is needed instead
William Cairns
My Games: http://www.cairnsgames.co.za (Currently very inactive)
MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)
not sure what you mean.. if you have a sdl opengl ap running and call that code, it will work.Originally Posted by cairnswm
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
Hate to be a smartass here, but
Does anyone know that if you press Alt-PrtScn
You only get a picture of the current foreground window, instead of the whole screen?
But if its not OpenGL? This solution works for OpenGL windows - not SDL windows (unless using OpenGL)Originally Posted by Delfi
William Cairns
My Games: http://www.cairnsgames.co.za (Currently very inactive)
MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)
But this puts it in a file. Also excludes the Title bar and frame if a windowed appOriginally Posted by Nitrogen
So while running the game you can make multiple game shots
William Cairns
My Games: http://www.cairnsgames.co.za (Currently very inactive)
MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)
Nitrogen:
Yeah i know, but that's not practical for a game use, a game needs it's own screenshoot saving routine, which can have various use, either for graphical effects or just to let players save screenshoots of various moments in your game.
Clipboard isn't portable between platforms, and can hold only 1 screenshoot, also the user has to save it to disk himself.
cairnswm:
It is not meant to be used with just SDL, it is meant for opengl (and sdl with opengl), i never said it is for SDL :/
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
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