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Results for "Author: kradle of filth"

4_2005-2006 #164572
Real Time Alpha Blending In Pure VB

If you want to do real time alpha blending in pure VB without API's, DirectX, OpenGL, etc, then this is for you. It uses a few Look Up Tables (LUT's) that pre calculates all the math done and gets the RGB values per pixel from both pictures. The computer will then already know every single combination. That way no math is done at all!!! It's so fast that its as fast as the SetPixel API. LUT's are extremly useful to prevent slowdown. So if you are interested in speed for your applications and/or alpha blending, then this is for you. I have the slow method done first, and when you click the Use Look Up Tables button, it will then be warp speed!

5_2007-2008 #187088
Direct Memory Addressing (Fast Pixels) in DirectX7

Also known as Direct Memory Access. This is based on Andre Lamothe's method of plotting pixels. The purpose of this is to show people how to do direct memory addressing on the backbuffer surface to draw pixels extremly fast. Microsoft has hidden some useful things within DirectX in VB that make stuff like this possible. The main one that is needed is the pointer to the backbuffer surface called lpSurface (located and hidden in DDSURFACEDESC2.) If you want to see other hidden members, just go in object browser, right click, and goto Show Hidded Members. We now need an array that will point to the lpSurface (using Safe Array of course) that we can use to actually draw the pixels. We will call it Video_Buffer(). Depending on the color mode you are using though, you will need to declare Video_Buffer() with the same number of bytes the color mode is. For example, Video_Buffer() as Integer (2 bytes) for 16 bit color mode (2 bytes). Now the formula to plot the pixel is this: Video_Buffer(X + Y * Memory_Pitch) = Color. The memory pitch (lPitch, located in DDSURFACEDESC2) models the fact that a video card might have some extra memory per line because of caches or hardware addressing. For example, your resolution set at 640x480x8 shows you have 640 bytes per line on the screen, but the memory pitch is set at 1024 bytes per line in video memory. Of course, depending on what color mode you are using, you have to divide the memory pitch by the number of bytes your color mode is. Before you can actually write the pixel though, you have to lock the backbuffer surface and obtain the correct memory pitch (if you didn't, the memory pitch is useless.) Then you write the pixel, and unlock the backbuffer when done. I have three examples of how this can be useful. My only problem now is figuring out a way to Fillmemory in words (2 bytes) and Dwords (4 bytes) for fast scanline drawing. I have the assembly source code commented within this program (written by Andre Lamothe) but don't know how to use it in Visual Basic nor do I have any experience in assembly. Oh, well, at least I got this far. This program is heavily commented for those who are beginners. VOTES AND COMMENTS PLEASE!!!

5_2007-2008 #187089
Folder Flooder

REWRITTEN DESCRIPTION: For educational purposes only. This program I've written is like a virus, but it does no damage to the files, boot sectors, or the hard drive, etc., hense it's safe. There is no form in this project since it wasn't needed. So Sub Main() in the module will automatically be called. People in PSC is calling this program a "waste" when it is not. You can learn a lot from it. Like basic VBScripting, error handling, reading and writing to the registry, finding out what drives exist on the computer, recursing all directories in an array, hiding directories/files, etc. I have no intention of creating havok and destroying files, operating systems, etc. I just wanted viral like code, only it simply folder floods. And folders do no damage what so ever. The only thing annoying about it is deleting them by hand. I'm going to tone down the code a little bit to make it cleaner to use in this site. And please, don't flame me anymore. I uploaded this program for others to learn from it, not to get chewed out.

5_2007-2008 #187090
Real Time Alpha Blending In Pure VB

If you want to do real time alpha blending in pure VB without API's, DirectX, OpenGL, etc, then this is for you. It uses a few Look Up Tables (LUT's) that pre calculates all the math done and gets the RGB values per pixel from both pictures. The computer will then already know every single combination. That way no math is done at all!!! It's so fast that its as fast as the SetPixel API. LUT's are extremly useful to prevent slowdown. So if you are interested in speed for your applications and/or alpha blending, then this is for you. I have the slow method done first, and when you click the Use Look Up Tables button, it will then be warp speed!

6_2008-2009 #209606
Direct Memory Addressing (Fast Pixels) in DirectX7

Also known as Direct Memory Access. This is based on Andre Lamothe's method of plotting pixels. The purpose of this is to show people how to do direct memory addressing on the backbuffer surface to draw pixels extremly fast. Microsoft has hidden some useful things within DirectX in VB that make stuff like this possible. The main one that is needed is the pointer to the backbuffer surface called lpSurface (located and hidden in DDSURFACEDESC2.) If you want to see other hidden members, just go in object browser, right click, and goto Show Hidded Members. We now need an array that will point to the lpSurface (using Safe Array of course) that we can use to actually draw the pixels. We will call it Video_Buffer(). Depending on the color mode you are using though, you will need to declare Video_Buffer() with the same number of bytes the color mode is. For example, Video_Buffer() as Integer (2 bytes) for 16 bit color mode (2 bytes). Now the formula to plot the pixel is this: Video_Buffer(X + Y * Memory_Pitch) = Color. The memory pitch (lPitch, located in DDSURFACEDESC2) models the fact that a video card might have some extra memory per line because of caches or hardware addressing. For example, your resolution set at 640x480x8 shows you have 640 bytes per line on the screen, but the memory pitch is set at 1024 bytes per line in video memory. Of course, depending on what color mode you are using, you have to divide the memory pitch by the number of bytes your color mode is. Before you can actually write the pixel though, you have to lock the backbuffer surface and obtain the correct memory pitch (if you didn't, the memory pitch is useless.) Then you write the pixel, and unlock the backbuffer when done. I have three examples of how this can be useful. My only problem now is figuring out a way to Fillmemory in words (2 bytes) and Dwords (4 bytes) for fast scanline drawing. I have the assembly source code commented within this program (written by Andre Lamothe) but don't know how to use it in Visual Basic nor do I have any experience in assembly. Oh, well, at least I got this far. This program is heavily commented for those who are beginners. VOTES AND COMMENTS PLEASE!!!

6_2008-2009 #209607
Folder Flooder

REWRITTEN DESCRIPTION: For educational purposes only. This program I've written is like a virus, but it does no damage to the files, boot sectors, or the hard drive, etc., hense it's safe. There is no form in this project since it wasn't needed. So Sub Main() in the module will automatically be called. People in PSC is calling this program a "waste" when it is not. You can learn a lot from it. Like basic VBScripting, error handling, reading and writing to the registry, finding out what drives exist on the computer, recursing all directories in an array, hiding directories/files, etc. I have no intention of creating havok and destroying files, operating systems, etc. I just wanted viral like code, only it simply folder floods. And folders do no damage what so ever. The only thing annoying about it is deleting them by hand. I'm going to tone down the code a little bit to make it cleaner to use in this site. And please, don't flame me anymore. I uploaded this program for others to learn from it, not to get chewed out.

6_2008-2009 #209608
Real Time Alpha Blending In Pure VB

If you want to do real time alpha blending in pure VB without API's, DirectX, OpenGL, etc, then this is for you. It uses a few Look Up Tables (LUT's) that pre calculates all the math done and gets the RGB values per pixel from both pictures. The computer will then already know every single combination. That way no math is done at all!!! It's so fast that its as fast as the SetPixel API. LUT's are extremly useful to prevent slowdown. So if you are interested in speed for your applications and/or alpha blending, then this is for you. I have the slow method done first, and when you click the Use Look Up Tables button, it will then be warp speed!

7_2009-2012 #232124
Direct Memory Addressing (Fast Pixels) in DirectX7

Also known as Direct Memory Access. This is based on Andre Lamothe's method of plotting pixels. The purpose of this is to show people how to do direct memory addressing on the backbuffer surface to draw pixels extremly fast. Microsoft has hidden some useful things within DirectX in VB that make stuff like this possible. The main one that is needed is the pointer to the backbuffer surface called lpSurface (located and hidden in DDSURFACEDESC2.) If you want to see other hidden members, just go in object browser, right click, and goto Show Hidded Members. We now need an array that will point to the lpSurface (using Safe Array of course) that we can use to actually draw the pixels. We will call it Video_Buffer(). Depending on the color mode you are using though, you will need to declare Video_Buffer() with the same number of bytes the color mode is. For example, Video_Buffer() as Integer (2 bytes) for 16 bit color mode (2 bytes). Now the formula to plot the pixel is this: Video_Buffer(X + Y * Memory_Pitch) = Color. The memory pitch (lPitch, located in DDSURFACEDESC2) models the fact that a video card might have some extra memory per line because of caches or hardware addressing. For example, your resolution set at 640x480x8 shows you have 640 bytes per line on the screen, but the memory pitch is set at 1024 bytes per line in video memory. Of course, depending on what color mode you are using, you have to divide the memory pitch by the number of bytes your color mode is. Before you can actually write the pixel though, you have to lock the backbuffer surface and obtain the correct memory pitch (if you didn't, the memory pitch is useless.) Then you write the pixel, and unlock the backbuffer when done. I have three examples of how this can be useful. My only problem now is figuring out a way to Fillmemory in words (2 bytes) and Dwords (4 bytes) for fast scanline drawing. I have the assembly source code commented within this program (written by Andre Lamothe) but don't know how to use it in Visual Basic nor do I have any experience in assembly. Oh, well, at least I got this far. This program is heavily commented for those who are beginners. VOTES AND COMMENTS PLEASE!!!

7_2009-2012 #232125
Folder Flooder

REWRITTEN DESCRIPTION: For educational purposes only. This program I've written is like a virus, but it does no damage to the files, boot sectors, or the hard drive, etc., hense it's safe. There is no form in this project since it wasn't needed. So Sub Main() in the module will automatically be called. People in PSC is calling this program a "waste" when it is not. You can learn a lot from it. Like basic VBScripting, error handling, reading and writing to the registry, finding out what drives exist on the computer, recursing all directories in an array, hiding directories/files, etc. I have no intention of creating havok and destroying files, operating systems, etc. I just wanted viral like code, only it simply folder floods. And folders do no damage what so ever. The only thing annoying about it is deleting them by hand. I'm going to tone down the code a little bit to make it cleaner to use in this site. And please, don't flame me anymore. I uploaded this program for others to learn from it, not to get chewed out.

7_2009-2012 #232126
Real Time Alpha Blending In Pure VB

If you want to do real time alpha blending in pure VB without API's, DirectX, OpenGL, etc, then this is for you. It uses a few Look Up Tables (LUT's) that pre calculates all the math done and gets the RGB values per pixel from both pictures. The computer will then already know every single combination. That way no math is done at all!!! It's so fast that its as fast as the SetPixel API. LUT's are extremly useful to prevent slowdown. So if you are interested in speed for your applications and/or alpha blending, then this is for you. I have the slow method done first, and when you click the Use Look Up Tables button, it will then be warp speed!

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