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[Development] Tron 2.0 glow for MuOnline

Experienced Elementalist
Joined
Oct 19, 2010
Messages
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Hello guys, wanna introduce to you GLOW in tron style, working on CG scripts.
This is just a simple dll with glow in it, in attach you can download full source code.

How it works : Hooked draw functions from main and just used old tutorial for half-life to enable glow/blur.

How to use : Compile dll, or use compiled, hook in main, use it.

Hotkeys : F11 - reload CG scripts, F12 - Enable/Disable

Not much to say, need to look for yourself. There are some pics, look at them.

Yea, yea I know that long time ago there was some OpenGL32.dll with some effects like this, BUT this code only affects viewport, so you will normally see all you inventory, buff, chat and etc.

This is just simple example of glow, you can modify it for yourself, for example if glow is too bright for Tarkan,Atlans you can do some manager of CG scripts so main will load different configs. Just sayin.

So now I quit talking. Here's some pics :
SmallHabit - [Development] Tron 2.0 glow for MuOnline - RaGEZONE Forums
Without effect's lol :
SmallHabit - [Development] Tron 2.0 glow for MuOnline - RaGEZONE Forums
Video, lol :


Compiled version :
Main I used :

Thanks to:
DarkSim - just for being witch.
twhl.info - for such a nice tutorial for half-life ^_^
SmallHabit - [Development] Tron 2.0 glow for MuOnline - RaGEZONE Forums
 

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Newbie Spellweaver
Joined
Oct 8, 2012
Messages
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source build error :
Code:
Cannot open include file: 'cg/cg.h': No such file or directory
Cannot open include file: 'cg/cgGL.h': No such file or directory
 
Joined
Oct 29, 2007
Messages
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source build error :
Code:
Cannot open include file: 'cg/cg.h': No such file or directory
Cannot open include file: 'cg/cgGL.h': No such file or directory

CallOfDuty: can you share 1 mirror of source (not working attachment for me) :(:

PD: CG.H
Code:
[COLOR=#999988][I]/* [/I][/COLOR][COLOR=#999988][I] * cg.h -- The CG Manager Interface.[/I][/COLOR]
[COLOR=#999988][I] *[/I][/COLOR]
[COLOR=#999988][I] * Copyright (C) 2011-2012, Computing Systems Laboratory (CSLab), NTUA.[/I][/COLOR]
[COLOR=#999988][I] * Copyright (C) 2011-2012, Theodoros Gkountouvas[/I][/COLOR]
[COLOR=#999988][I] * All rights reserved.[/I][/COLOR]
[COLOR=#999988][I] *[/I][/COLOR]
[COLOR=#999988][I] * This file is distributed under the BSD License. See LICENSE.txt for details.[/I][/COLOR]
[COLOR=#999988][I] */[/I][/COLOR]


[COLOR=#999999][B]#ifndef CG_H_[/B][/COLOR]
[COLOR=#999999][B]#define CG_H_[/B][/COLOR]


[COLOR=#999999][B]#include <pthread.h>[/B][/COLOR]
[COLOR=#999999][B]#include <sys/time.h>[/B][/COLOR]
[COLOR=#999999][B]#include <iostream>[/B][/COLOR]


[B]extern[/B] [COLOR=#DD1144]"C"[/COLOR] {
[COLOR=#999999][B]#include "mt_lib.h"[/B][/COLOR]
[COLOR=#999999][B]#include "vector.h"[/B][/COLOR]
[COLOR=#999999][B]#include "spm_crs_mt.h"[/B][/COLOR]
[COLOR=#999999][B]#include "spm_crs_sym_mt.h"[/B][/COLOR]
[COLOR=#999999][B]#include "timer.h"[/B][/COLOR]
}


[COLOR=#999988][I]///> Timers for CG breakdown to three different parts.[/I][/COLOR]
[COLOR=#445588][B]xtimer_t[/B][/COLOR] cg_timer;
[COLOR=#445588][B]xtimer_t[/B][/COLOR] spmv_timer;
[COLOR=#445588][B]xtimer_t[/B][/COLOR] reduction_timer;


[COLOR=#999988][I]///> Parameters needed for multithreaded CG execution.[/I][/COLOR]
[B]typedef[/B] [B]struct[/B] cg_params
{
    [COLOR=#445588][B]uint64_t[/B][/COLOR]            nloops;
    [COLOR=#445588][B]uint64_t[/B][/COLOR]            ncpus;
    [COLOR=#445588][B]spm_mt_thread_t[/B][/COLOR]     [B]*[/B]spm_thread;
    [COLOR=#445588][B]vector_double_t[/B][/COLOR]     [B]*[/B]p;
    [COLOR=#445588][B]vector_double_t[/B][/COLOR]     [B]*[/B]temp;
    [COLOR=#445588][B]vector_double_t[/B][/COLOR]     [B]*[/B]r;
    [COLOR=#445588][B]vector_double_t[/B][/COLOR]     [B]*[/B]x;
    [COLOR=#445588][B]double[/B][/COLOR]              [B]*[/B]rr;
    [COLOR=#445588][B]double[/B][/COLOR]              [B]*[/B]tp;
    [COLOR=#445588][B]double[/B][/COLOR]              [B]*[/B]rr_new;
    [COLOR=#445588][B]double[/B][/COLOR]              [B]*[/B]ai;
    [COLOR=#445588][B]double[/B][/COLOR]              [B]*[/B]bi;
    [COLOR=#445588][B]pthread_barrier_t[/B][/COLOR]   [B]*[/B]barrier;
    [COLOR=#445588][B]uint64_t[/B][/COLOR]            start;
    [COLOR=#445588][B]uint64_t[/B][/COLOR]            end;    
    [COLOR=#445588][B]vector_double_t[/B][/COLOR]     [B]**[/B]sub_vectors;
} cg_params;


[COLOR=#999988][I]/**[/I][/COLOR]
[COLOR=#999988][I] *  Find b vector for pre-determined solution in the equation (Ax = b).[/I][/COLOR]
[COLOR=#999988][I] *[/I][/COLOR]
[COLOR=#999988][I] *  @[I][B][URL="http://forum.ragezone.com/members/1333357818.html"]param[/URL][/B][/I] spm_mt symmetric sparse matrix in the appropriate format.[/I][/COLOR]
[COLOR=#999988][I] *  @[I][B][URL="http://forum.ragezone.com/members/1333357818.html"]param[/URL][/B][/I] sol    pre-determined solution x (used to test performance of CG).[/I][/COLOR]
[COLOR=#999988][I] *  @[I][B][URL="http://forum.ragezone.com/members/1333357818.html"]param[/URL][/B][/I] b      output vector b.[/I][/COLOR]
[COLOR=#999988][I] *  @[I][B][URL="http://forum.ragezone.com/members/1333357818.html"]param[/URL][/B][/I] temp   helpful vector for this operation in order to avoid redudant[/I][/COLOR]
[COLOR=#999988][I] *                allocations.[/I][/COLOR]
[COLOR=#999988][I] */[/I][/COLOR]
[COLOR=#445588][B]void[/B][/COLOR] [COLOR=#990000][B]FindSolution[/B][/COLOR]([COLOR=#445588][B]spm_mt_t[/B][/COLOR] [B]*[/B]spm_mt, [COLOR=#445588][B]vector_double_t[/B][/COLOR] [B]*[/B]sol, [COLOR=#445588][B]vector_double_t[/B][/COLOR] [B]*[/B]b,
                  [COLOR=#445588][B]vector_double_t[/B][/COLOR] [B]*[/B]temp);
[COLOR=#445588][B]void[/B][/COLOR] [COLOR=#990000][B]FindSymSolution[/B][/COLOR]([COLOR=#445588][B]spm_mt_t[/B][/COLOR] [B]*[/B]spm_mt, [COLOR=#445588][B]vector_double_t[/B][/COLOR] [B]*[/B]sol,
                     [COLOR=#445588][B]vector_double_t[/B][/COLOR] [B]*[/B]b, [COLOR=#445588][B]vector_double_t[/B][/COLOR] [B]*[/B]temp);


[COLOR=#999988][I]/**[/I][/COLOR]
[COLOR=#999988][I] *  Initialize parameters of CG.[/I][/COLOR]
[COLOR=#999988][I] *[/I][/COLOR]
[COLOR=#999988][I] *  @[I][B][URL="http://forum.ragezone.com/members/1333357818.html"]param[/URL][/B][/I] spm_mt symmetric sparse in the appropriate format.[/I][/COLOR]
[COLOR=#999988][I] *  @[I][B][URL="http://forum.ragezone.com/members/1333357818.html"]param[/URL][/B][/I] x      initial estimated solution x.[/I][/COLOR]
[COLOR=#999988][I] *  @[I][B][URL="http://forum.ragezone.com/members/1333357818.html"]param[/URL][/B][/I] r      initial residual.[/I][/COLOR]
[COLOR=#999988][I] *  @[I][B][URL="http://forum.ragezone.com/members/1333357818.html"]param[/URL][/B][/I] p      vector p used in CG algorithm. Initially is equal to residual.[/I][/COLOR]
[COLOR=#999988][I] *  @[I][B][URL="http://forum.ragezone.com/members/1333357818.html"]param[/URL][/B][/I] b      the product in the equation Αχ = b.[/I][/COLOR]
[COLOR=#999988][I] *  @[I][B][URL="http://forum.ragezone.com/members/1333357818.html"]param[/URL][/B][/I] temp   helpful vector for the initialization in order to avoid[/I][/COLOR]
[COLOR=#999988][I] *                redudant allocations.[/I][/COLOR]
[COLOR=#999988][I] */[/I][/COLOR]                     
[COLOR=#445588][B]void[/B][/COLOR] [COLOR=#990000][B]InitializeCg[/B][/COLOR]([COLOR=#445588][B]spm_mt_t[/B][/COLOR] [B]*[/B]spm_mt, [COLOR=#445588][B]vector_double_t[/B][/COLOR] [B]*[/B]x, [COLOR=#445588][B]vector_double_t[/B][/COLOR] [B]*[/B]r,
                  [COLOR=#445588][B]vector_double_t[/B][/COLOR] [B]*[/B]p, [COLOR=#445588][B]vector_double_t[/B][/COLOR] [B]*[/B]b,
                  [COLOR=#445588][B]vector_double_t[/B][/COLOR] [B]*[/B]temp);
[COLOR=#445588][B]void[/B][/COLOR] [COLOR=#990000][B]InitializeSymCg[/B][/COLOR]([COLOR=#445588][B]spm_mt_t[/B][/COLOR] [B]*[/B]spm_mt, [COLOR=#445588][B]vector_double_t[/B][/COLOR] [B]*[/B]x, [COLOR=#445588][B]vector_double_t[/B][/COLOR] [B]*[/B]r,
                     [COLOR=#445588][B]vector_double_t[/B][/COLOR] [B]*[/B]p, [COLOR=#445588][B]vector_double_t[/B][/COLOR] [B]*[/B]b,
                     [COLOR=#445588][B]vector_double_t[/B][/COLOR] [B]*[/B]temp);                  


[COLOR=#999988][I]/**[/I][/COLOR]
[COLOR=#999988][I] *  CG algorithm for regular and symmetric sparse matrix formats.[/I][/COLOR]
[COLOR=#999988][I] *[/I][/COLOR]
[COLOR=#999988][I] *  @[I][B][URL="http://forum.ragezone.com/members/1333357818.html"]param[/URL][/B][/I] arg       parameters needed for multithreaded execution of CG.[/I][/COLOR]
[COLOR=#999988][I] *  @[I][B][URL="http://forum.ragezone.com/members/1333357818.html"]param[/URL][/B][/I] params    parameters needed for multithreaded execution of CG.[/I][/COLOR]
[COLOR=#999988][I] *  @[I][B][URL="http://forum.ragezone.com/members/1333357818.html"]param[/URL][/B][/I] cg_time   total execution time for CG.[/I][/COLOR]
[COLOR=#999988][I] *  @[I][B][URL="http://forum.ragezone.com/members/1333357818.html"]param[/URL][/B][/I] spmv_time SpMxV's multiplication operation time for CG.[/I][/COLOR]
[COLOR=#999988][I] *  @[I][B][URL="http://forum.ragezone.com/members/1333357818.html"]param[/URL][/B][/I] red_time  SpMxV's reduction operation time for CG.[/I][/COLOR]
[COLOR=#999988][I] */[/I][/COLOR]
[COLOR=#445588][B]void[/B][/COLOR] [B]*[/B][COLOR=#990000][B]NormalCgSideThread[/B][/COLOR]([COLOR=#445588][B]void[/B][/COLOR] [B]*[/B]arg);
[COLOR=#445588][B]void[/B][/COLOR] [B]*[/B][COLOR=#990000][B]SymCgSideThread[/B][/COLOR]([COLOR=#445588][B]void[/B][/COLOR] [B]*[/B]arg);
[COLOR=#445588][B]void[/B][/COLOR] [COLOR=#990000][B]NormalCgMainThread[/B][/COLOR](cg_params [B]*[/B]params, [COLOR=#445588][B]double[/B][/COLOR] [B]*[/B] cg_time, [COLOR=#445588][B]double[/B][/COLOR] [B]*[/B]spmv_time,
                        [COLOR=#445588][B]double[/B][/COLOR] [B]*[/B] red_time);
[COLOR=#445588][B]void[/B][/COLOR] [COLOR=#990000][B]SymCgMainThread[/B][/COLOR](cg_params [B]*[/B]params, [COLOR=#445588][B]double[/B][/COLOR] [B]*[/B] cg_time, [COLOR=#445588][B]double[/B][/COLOR] [B]*[/B]spmv_time,
                     [COLOR=#445588][B]double[/B][/COLOR] [B]*[/B] red_time);


[COLOR=#999999][B]#endif [/B][/COLOR][COLOR=#999988][I]/* CG_H_ */[/I][/COLOR]


[COLOR=#999988][I]// vim:expandtab:tabstop=8:shiftwidth=4:softtabstop=4[/I][/COLOR]

CGGL.h
Code:
[COLOR=#000000]/*[/COLOR] *
 * Copyright (c) 2002, NVIDIA Corporation.
 * 
 *  
 * 
 * NVIDIA Corporation("NVIDIA") supplies this software to you in consideration 
 * of your agreement to the following terms, and your use, installation, 
 * modification or redistribution of this NVIDIA software constitutes 
 * acceptance of these terms.  If you do not agree with these terms, please do 
 * not use, install, modify or redistribute this NVIDIA software.
 * 
 *  
 * 
 * In consideration of your agreement to abide by the following terms, and 
 * subject to these terms, NVIDIA grants you a personal, non-exclusive license,
 * under NVIDIA’s copyrights in this original NVIDIA software (the "NVIDIA 
 * Software"), to use, reproduce, modify and redistribute the NVIDIA 
 * Software, with or without modifications, in source and/or binary forms; 
 * provided that if you redistribute the NVIDIA Software, you must retain the 
 * copyright notice of NVIDIA, this notice and the following text and 
 * disclaimers in all such redistributions of the NVIDIA Software. Neither the 
 * name, trademarks, service marks nor logos of NVIDIA Corporation may be used 
 * to endorse or promote products derived from the NVIDIA Software without 
 * specific prior written permission from NVIDIA.  Except as expressly stated 
 * in this notice, no other rights or licenses express or implied, are granted 
 * by NVIDIA herein, including but not limited to any patent rights that may be 
 * infringed by your derivative works or by other works in which the NVIDIA 
 * Software may be incorporated. No hardware is licensed hereunder. 
 * 
 *  
 * 
 * THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT 
 * WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING 
 * WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE, NON-INFRINGEMENT, 
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR ITS USE AND OPERATION 
 * EITHER ALONE OR IN COMBINATION WITH OTHER PRODUCTS.
 * 
 *  
 * 
 * IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL, 
 * EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, LOST 
 * PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 
 * PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY OUT OF THE USE, 
 * REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE NVIDIA SOFTWARE, 
 * HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING 
 * NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF NVIDIA HAS BEEN ADVISED 
 * OF THE POSSIBILITY OF SUCH DAMAGE.
 * 
 */ 

#ifndef _cggl_h
#define _cggl_h

#include <Cg/cg.h>

/* Set up for either Win32 import/export/lib. */
#ifndef CGGLDLL_API
#if WIN32
    # include <windows.h>
    #ifdef CGGLDLL_EXPORTS
    #define CGGLDLL_API __declspec(dllexport)
    #elif defined (CG_LIB)
    #define CGGLDLL_API
    #else
    #define CGGLDLL_API __declspec(dllimport)
    #endif
#else
    #define CGGLDLL_API
#endif
#endif

#ifdef __APPLE__
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif

#ifdef __cplusplus
extern "C" {
#endif

/*****************************************************************************/
/*** cgGL Type Definitions                                                 ***/
/*****************************************************************************/

typedef enum
 {
  CG_GL_MATRIX_IDENTITY = 0,
  CG_GL_MATRIX_TRANSPOSE = 1,
  CG_GL_MATRIX_INVERSE = 2,
  CG_GL_MATRIX_INVERSE_TRANSPOSE = 3,

  CG_GL_MODELVIEW_MATRIX,
  CG_GL_PROJECTION_MATRIX,
  CG_GL_TEXTURE_MATRIX,
  CG_GL_MODELVIEW_PROJECTION_MATRIX,

  CG_GL_VERTEX,
  CG_GL_FRAGMENT,

 } CGGLenum;


#ifndef CGGL_EXPLICIT

/******************************************************************************
 *** Profile Functions                                 
 *****************************************************************************/

CGGLDLL_API CGbool cgGLIsProfileSupported(CGprofile profile);

CGGLDLL_API void cgGLEnableProfile(CGprofile profile);
CGGLDLL_API void cgGLDisableProfile(CGprofile profile);

CGGLDLL_API CGprofile cgGLGetLatestProfile(CGGLenum profile_type);
CGGLDLL_API void cgGLSetOptimalOptions(CGprofile profile);

/******************************************************************************
 *** Program Managment Functions                                 
 *****************************************************************************/

CGGLDLL_API void cgGLLoadProgram(CGprogram program);
CGGLDLL_API CGbool cgGLIsProgramLoaded(CGprogram program);
CGGLDLL_API void cgGLBindProgram(CGprogram program);
CGGLDLL_API void cgGLUnbindProgram(CGprofile profile);
CGGLDLL_API GLuint cgGLGetProgramID(CGprogram program);

/******************************************************************************
 *** Parameter Managment Functions                                 
 *****************************************************************************/

CGGLDLL_API void cgGLSetParameter1f(CGparameter param,
                                    float x);

CGGLDLL_API void cgGLSetParameter2f(CGparameter param,
                                    float x,
                                    float y);

CGGLDLL_API void cgGLSetParameter3f(CGparameter param,
                                    float x,
                                    float y,
                                    float z);

CGGLDLL_API void cgGLSetParameter4f(CGparameter param,
                                    float x,
                                    float y,
                                    float z,
                                    float w);

CGGLDLL_API void cgGLSetParameter1fv(CGparameter param, const float *v);

CGGLDLL_API void cgGLSetParameter2fv(CGparameter param, const float *v);

CGGLDLL_API void cgGLSetParameter3fv(CGparameter param, const float *v);

CGGLDLL_API void cgGLSetParameter4fv(CGparameter param, const float *v);

CGGLDLL_API void cgGLSetParameter1d(CGparameter param,
                                    double x);

CGGLDLL_API void cgGLSetParameter2d(CGparameter param,
                                    double x,
                                    double y);

CGGLDLL_API void cgGLSetParameter3d(CGparameter param,
                                    double x,
                                    double y,
                                    double z);

CGGLDLL_API void cgGLSetParameter4d(CGparameter param,
                                    double x,
                                    double y,
                                    double z,
                                    double w);

CGGLDLL_API void cgGLSetParameter1dv(CGparameter param, const double *v);

CGGLDLL_API void cgGLSetParameter2dv(CGparameter param, const double *v);

CGGLDLL_API void cgGLSetParameter3dv(CGparameter param, const double *v);

CGGLDLL_API void cgGLSetParameter4dv(CGparameter param, const double *v);

CGGLDLL_API void cgGLSetParameter4dv(CGparameter param, const double *v);

CGGLDLL_API void cgGLGetParameter1f(CGparameter param, float *v);

CGGLDLL_API void cgGLGetParameter2f(CGparameter param, float *v);

CGGLDLL_API void cgGLGetParameter3f(CGparameter param, float *v);

CGGLDLL_API void cgGLGetParameter4f(CGparameter param, float *v);

CGGLDLL_API void cgGLGetParameter1d(CGparameter param, double *v);

CGGLDLL_API void cgGLGetParameter2d(CGparameter param, double *v);

CGGLDLL_API void cgGLGetParameter3d(CGparameter param, double *v);

CGGLDLL_API void cgGLGetParameter4d(CGparameter param, double *v);

CGGLDLL_API void cgGLSetParameterArray1f(CGparameter param,
                                         long offset,
                                         long nelements,
                                         const float *v);

CGGLDLL_API void cgGLSetParameterArray2f(CGparameter param,
                                         long offset,
                                         long nelements,
                                         const float *v);

CGGLDLL_API void cgGLSetParameterArray3f(CGparameter param,
                                         long offset,
                                         long nelements,
                                         const float *v);

CGGLDLL_API void cgGLSetParameterArray4f(CGparameter param,
                                         long offset,
                                         long nelements,
                                         const float *v);

CGGLDLL_API void cgGLSetParameterArray1d(CGparameter param,
                                         long offset,
                                         long nelements,
                                         const double *v);

CGGLDLL_API void cgGLSetParameterArray2d(CGparameter param,
                                         long offset,
                                         long nelements,
                                         const double *v);

CGGLDLL_API void cgGLSetParameterArray3d(CGparameter param,
                                         long offset,
                                         long nelements,
                                         const double *v);

CGGLDLL_API void cgGLSetParameterArray4d(CGparameter param,
                                         long offset,
                                         long nelements,
                                         const double *v);

CGGLDLL_API void cgGLGetParameterArray1f(CGparameter param,
                                         long offset,
                                         long nelements,
                                         float *v);

CGGLDLL_API void cgGLGetParameterArray2f(CGparameter param,
                                         long offset,
                                         long nelements,
                                         float *v);

CGGLDLL_API void cgGLGetParameterArray3f(CGparameter param,
                                         long offset,
                                         long nelements,
                                         float *v);

CGGLDLL_API void cgGLGetParameterArray4f(CGparameter param,
                                         long offset,
                                         long nelements,
                                         float *v);

CGGLDLL_API void cgGLGetParameterArray1d(CGparameter param,
                                         long offset,
                                         long nelements,
                                         double *v);

CGGLDLL_API void cgGLGetParameterArray2d(CGparameter param,
                                         long offset,
                                         long nelements,
                                         double *v);

CGGLDLL_API void cgGLGetParameterArray3d(CGparameter param,
                                         long offset,
                                         long nelements,
                                         double *v);

CGGLDLL_API void cgGLGetParameterArray4d(CGparameter param,
                                         long offset,
                                         long nelements,
                                         double *v);

CGGLDLL_API void cgGLSetParameterPointer(CGparameter param,
                                         GLint fsize,
                                         GLenum type,
                                         GLsizei stride,
                                         const GLvoid *pointer);

CGGLDLL_API void cgGLEnableClientState(CGparameter param);
CGGLDLL_API void cgGLDisableClientState(CGparameter param);

/******************************************************************************
 *** Matrix Parameter Managment Functions                                 
 *****************************************************************************/

CGGLDLL_API void cgGLSetMatrixParameterdr(CGparameter param, 
                                          const double *matrix);
CGGLDLL_API void cgGLSetMatrixParameterfr(CGparameter param, 
                                          const float *matrix);
CGGLDLL_API void cgGLSetMatrixParameterdc(CGparameter param, 
                                          const double *matrix);
CGGLDLL_API void cgGLSetMatrixParameterfc(CGparameter param, 
                                          const float *matrix);

CGGLDLL_API void cgGLGetMatrixParameterdr(CGparameter param, double *matrix);
CGGLDLL_API void cgGLGetMatrixParameterfr(CGparameter param, float *matrix);
CGGLDLL_API void cgGLGetMatrixParameterdc(CGparameter param, double *matrix);
CGGLDLL_API void cgGLGetMatrixParameterfc(CGparameter param, float *matrix);

CGGLDLL_API void cgGLSetStateMatrixParameter(CGparameter param, 
                                             CGGLenum matrix,
                                             CGGLenum transform);

CGGLDLL_API void cgGLSetMatrixParameterArrayfc(CGparameter param, 
                                               long offset,
                                               long nelements,
                                               const float *matrices);

CGGLDLL_API void cgGLSetMatrixParameterArrayfr(CGparameter param, 
                                               long offset,
                                               long nelements,
                                               const float *matrices);

CGGLDLL_API void cgGLSetMatrixParameterArraydc(CGparameter param, 
                                               long offset,
                                               long nelements,
                                               const double *matrices);

CGGLDLL_API void cgGLSetMatrixParameterArraydr(CGparameter param, 
                                               long offset,
                                               long nelements,
                                               const double *matrices);

CGGLDLL_API void cgGLGetMatrixParameterArrayfc(CGparameter param, 
                                               long offset,
                                               long nelements,
                                               float *matrices);

CGGLDLL_API void cgGLGetMatrixParameterArrayfr(CGparameter param, 
                                               long offset,
                                               long nelements,
                                               float *matrices);

CGGLDLL_API void cgGLGetMatrixParameterArraydc(CGparameter param, 
                                               long offset,
                                               long nelements,
                                               double *matrices);

CGGLDLL_API void cgGLGetMatrixParameterArraydr(CGparameter param, 
                                               long offset,
                                               long nelements,
                                               double *matrices);

/******************************************************************************
 *** Texture Parameter Managment Functions
 *****************************************************************************/

CGGLDLL_API void cgGLSetTextureParameter(CGparameter param, GLuint texobj);
CGGLDLL_API GLuint cgGLGetTextureParameter(CGparameter param);
CGGLDLL_API void cgGLEnableTextureParameter(CGparameter param);
CGGLDLL_API void cgGLDisableTextureParameter(CGparameter param);
CGGLDLL_API GLenum cgGLGetTextureEnum(CGparameter param);

CGGLDLL_API void cgGLSetManageTextureParameters(CGcontext ctx, CGbool flag);
CGGLDLL_API CGbool cgGLGetManageTextureParameters(CGcontext ctx);

CGGLDLL_API void cgGLSetupSampler(CGparameter param, GLuint texobj);
CGGLDLL_API void cgGLRegisterStates(CGcontext);

#endif

#ifdef __cplusplus
}
#endif

 [COLOR=#000000]#endif[/COLOR]
 
Last edited:
Newbie Spellweaver
Joined
Oct 8, 2012
Messages
65
Reaction score
5
CallOfDuty: can you share 1 mirror of source (not working attachment for me) :(:

of you here ! :) mirror :

thank smallhabit i working on ss6.3 1.04.d :D



 
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amazing, working on 1.04d gmo, very good job SmallHabit:

SS(12_18-21_48)-0000 - [Development] Tron 2.0 glow for MuOnline - RaGEZONE Forums SS(12_18-21_48)-0001 - [Development] Tron 2.0 glow for MuOnline - RaGEZONE Forums
 

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Newbie Spellweaver
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Greetings!
I don't know if i'm doing something wrong but when i log in to my server and just when my characters have to show up, the main.exe closes and create a error dump.

Information:
Using main.exe v1.03p from julia season 4.6
Using compiled version from sh and compiled version from me (release & debug) still the same.

by the way... while compiling this happens.

1>.\Glow.cpp(145) : warning C4244: 'argumento' : conversión de 'int' a 'GLfloat'; posible pérdida de datos
1>.\Glow.cpp(147) : warning C4244: 'argumento' : conversión de 'int' a 'GLfloat'; posible pérdida de datos
1>.\Glow.cpp(147) : warning C4244: 'argumento' : conversión de 'int' a 'GLfloat'; posible pérdida de datos
1>.\Glow.cpp(149) : warning C4244: 'argumento' : conversión de 'int' a 'GLfloat'; posible pérdida de datos
 
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If you just compiled dll without changing offsets offcourse it will not work, you need to find offsets for your main, this is dev thread for people who develop, so I'm not going to help some new people to coding in this thread, this thread is only for dev's.
 
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