SRL Archive - S.M.A.R.T.

Smart coords off?


m34tcode

2012-12-05 19:41:14

Maybe my setup, or maybe its already been noticed, but the coordinates in smart are about 50 pixels off, but the are accurate with a regular rs client.

King

2012-12-05 19:45:26

From: m34tcode
Maybe my setup, or maybe its already been noticed, but the coordinates in smart are about 50 pixels off, but the are accurate with a regular rs client.


I think I remember reading somewhere about it being 50 pixels off the Y coordinate :p

blinkblink

2012-12-05 19:46:17

its been like that since the nav bar fix changes were added

Rezozo

2012-12-05 19:47:46

Yea, its not just you.

Subtract 50 from the Y coordinate, that should do it.
~Rez

DannyRS

2012-12-05 19:48:28

You have to -50 Y cords now when grabbing due to the banner at the top of smart :)

Sjoe

2012-12-31 11:10:59

normal that the y-as is inverted? cause it is for me lol
(so basically going down with the mouse gives a higher number, going high lower)

The Killer

2012-12-31 11:13:14

From: Inholtz
normal that the y-as is inverted? cause it is for me lol
(so basically going down with the mouse gives a higher number, going high lower)

yeah we use inverted y cords :P

Brandon

2012-12-31 13:13:09

From: Inholtz
normal that the y-as is inverted? cause it is for me lol
(so basically going down with the mouse gives a higher number, going high lower)



Lol.. This is how all coordinates are on Windows.

0, 0 is the top left of your screen in WinAPI and any other Windows Application.
0, 0 is the bottom left of your screen in OpenGL/DirectX when scissoring.

I'm not sure why it's different from GL/DX vs. GDI/GDI+. I think it's because it's less work for games to flip it every time but when giving textures to OGL/DX, it requires that they're upside down.


This is why Bitmaps and Images are stored upside down on Windows but upright on OSX. The graphics drivers have the job of flipping the image to display it nicely for you.

Sjoe

2012-12-31 15:15:40

Thanks for explaining ;)