Support

A place for getting help on using AgateLib in your project.

Clone window?

I've been working on a screensaver for the past couple weeks using AgateLib and a game engine built on top of it I've been working on for a while now.

I've created fake fullscreen, removing the window border, resizing it to the main monitor size and moving it to 0,0. Now I need to duplicate the screensaver onto all screens, is there any way to do it?

Installation?

Would it trouble someone if i could get a more indepth set of instructions on how to install Agate?...

Do i have to copy all of these libraries into my project, or what?

Thanks in advance.

Font problem: russian and japanese doesn't work

Hi. I trying to draw string with russian letters and catched an exception:

  1. System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
  2.    in GlyphMetrics System.Collections.Generic.Dictionary`2[System.Char,AgateLib.BitmapFont.GlyphMetrics].get_Item(Char key)
  3.    in  void AgateLib.BitmapFont.BitmapFontImpl.GetRects(String text, RectangleF[] srcRects, RectangleF[] destRects, Int32 rectCount)
  4.    in  void AgateLib.BitmapFont.BitmapFontImpl.DrawTextImpl(Int32 destX, Int32 destY, String text, RectangleF[] srcRects, RectangleF[] destRects)

SoundBuffers are pitched in SDL

As the title says, sound effects are higher pitched, when I use SDL for Audio (with wav). Music-Class (with ogg) works as expected.

I've tried to use MDX, but the DLL throws a LoaderLock exception (Although I'd prefer to use SDL)

WritePixels 3rd overload

3rd overload of WritePixels seems doesn't work as intended.
WritePixels(PixelBuffer, Rectangle, Point)

PixelBuffer is source PixelBuffer
Rectangle is the rectangle on the source PixelBuffer
Point is the position of the Rectangle to be written on Surface

  1. using (AgateSetup setup = new AgateSetup())
  2.         {
  3.             bool isRunning = false;
  4.  
  5.             setup.InitializeAll();
  6.            
  7.             if (setup.WasCanceled)
  8.                 return;
  9.  
  10.             DisplayWindow window = DisplayWindow.CreateWindowed("Test", 800, 600);        

Some issues with fullscreen.

Okay, I have a few issues with fullscreen, the first is fullscreen itself; I can't switch to it.

I'm using my F key to toggle fullscreen. I've tried moving the call to my toggler function out of the key event and check before my update loop to see if I need to switch to fullscreen but it crashes anyway.

Here's the error

  1. Unhandled Exception: OpenTK.Graphics.GraphicsContextException: Failed to swap bu
  2. ffers for context 0 current. Error: 6
  3.    at OpenTK.Platform.Windows.WinGLContext.SwapBuffers()
  4.    at OpenTK.Graphics.GraphicsContext.SwapBuffers()
  5.    at AgateOTK.ContextFB.EndRender()

SVN version is very slow

I just downloaded and built the latest svn version and now my game runs extremely slow. I'm using the same drivers(OTK and SDL).

The performance is terrible compared to 0.31, and it's especially noticable when I draw a bunch of lines to the display(my turret range strategic overlay is drawn manually with lines, because Display.DrawEllipse was very very slow while zoomed in)

AgateSDL crashes my game, when debugging in monodevelop

Hi,

I am trying to develop a game using MonoDevelop on ubuntu 10.10. I'm using AgateLib 0.31.

I have a problem with AgateSDL. Whenever I include it in my Debug folder, and starts a debugging session, my program crashes on this line:
window = DisplayWindow.CreateWindowed("Game name", 1024, 768);

If I run the game without a debugger, it starts without a problem. Like the debugger wont attach to the process, or something.

Do you have any idea what can cause this?

I have attached the entire application output in a text file.

How to actually use ver. 3.1

Hi, never used agate before and i'm wondering how it is used in monodevelop (in linux). The getting started tutorial looks like its aimed at 2.5, and refers to files that don't exist. How do I use agate 3.1 in monodevelop? Cheers.

Converting from bitmap to surface in a thread fails.

I'm trying to convert a bitmap into a surface from within a thread and it results in a pure white surface every time, when doing it from the main thread it works perfectly. Any ideas why this would happen?

Here's what I'm doing: I start a new thread, which draws to a bitmap using a System.Display.Graphics object, then I convert the bitmap to a surface and add it to my sprite using sprite.AddFrame(...)

Here's my conversion function:

  1. public static Surface Bitmap2Surface(System.Drawing.Bitmap bmp)
  2. {

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