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    I am going to finish up this thread with one...

    I am going to finish up this thread with one final statement in my defense, and then i will not reply to it again.

    the examples that i specified work, as i said they did, and the last example...
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    thank you for keeping it civil, anonytmouse. ...

    thank you for keeping it civil, anonytmouse.

    i wanted to avoid assmebly, i have been given enough of a hard time with my portability as it is. were it possible to bust out in assembly, though,...
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    maybe an example will help. bit modification is...

    maybe an example will help. bit modification is not allowed directly by C, correct? I will use these macros for the rest of this post:

    #define FBITS(f) (*(int*)&f)
    #define BITSTOF(f)...
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    i am happy to have found a forum that prefers...

    i am happy to have found a forum that prefers insults over answers.

    first, you are right, macros dont 'return'... I misspoke. what i should have said was, i want what this macro resolves to.
    ...
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    I believe I did specify the standard as the IEEE...

    I believe I did specify the standard as the IEEE Standard (754), but the point of the question has nothing to do with which floating point standard I am using. The question is essentially this: ...
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    wow, lotta testy people today... the only...

    wow, lotta testy people today...

    the only thing thats broken about that is your assumptions...

    adding 0.0f to the return value of the macro will only cause the value that it created (...
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    A union would be workable except that it needs to...

    A union would be workable except that it needs to use existing variable types (such as standard 32 bit floats and ints), and the trick I specified does not work for non lvalues (IE, I cant do this:...
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    casting non-lvalues

    I know the handy trick to cast float bits to ints and vice versa using *(int*)(&fNum) and its inverse, but what about when I want to cast non lvalue bits to a float.

    for example, I can't think of...
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    My mistake. I didn't sleep last night, and for...

    My mistake.

    I didn't sleep last night, and for some reason that seemed right at the time. :\
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    goto step1; Theres your problem, right there....

    goto step1;

    Theres your problem, right there.


    Kidding aside, This quote comes from the visual studio.NET documentation for the set container (emphasis added by me):
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    i told him to break the TV and he just jumped......

    i told him to break the TV and he just jumped... im not impressed
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    im not going to argue the point, except to say...

    im not going to argue the point, except to say that programs should have an obvious way to exit when they are run in full screen.
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    having the OS forcefully closing your window and...

    having the OS forcefully closing your window and the program having the capability of cleanly exiting back to the OS by itself are two different things, especially when the program is run in full...
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    its neat, but there should be a way to exit the...

    its neat, but there should be a way to exit the program :-\
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    now just make another render pass on the ground...

    now just make another render pass on the ground with that texture again, except this time grayscale, and then have both the cloud texture coords and those texture coords move together, and you can...
  16. if you arent concerned about running other...

    if you arent concerned about running other applications with this program, try putting the mouse in the center of the screen. then, when the mouse is moved, check the distance it has moved, make...
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    i think i found a big optimization, but now im...

    i think i found a big optimization, but now im running into a different problem...

    this code is crashing



    glEnableClientState( GL_VERTEX_ARRAY );

    // turn off writing to the depth buffer...
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    proper way to render particles (OpenGL)

    im working on a particle engine, and im having trouble coming up with a good way to do the rendering.

    the particles are billboarded, which means i have to recreate the vertices every frame. the...
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    everytime the ship moves, clear the space behind...

    everytime the ship moves, clear the space behind it (IE, draw a bunch of spaces or a tab at the position behind the ship).
  20. Thread: Bawls

    by ...
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    >>you're the one with the problem buddy...are you...

    >>you're the one with the problem buddy...are you depressed? maybe you want to talk to somebody? I'm sure your scool offers somekind of counseling.

    ive always had a history of depression. im on...
  21. Thread: Bawls

    by ...
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    youre right. since the average recommended...

    youre right. since the average recommended amount of sleep a person should get is 8 hours, 6 hours is certainly WAY too much sleep. i mean, how do you have time for anything in that paltry 18 hours...
  22. Thread: Where to start...

    by ...
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    if you want to get into 3D games, learn a lot of...

    if you want to get into 3D games, learn a lot of vector and matrix math, maybe learn some pathfinding algorithms, know your data structures inside out...

    it really depends on what you want to get...
  23. Thread: Classes Help

    by ...
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    >Well, except for the handful of exceptions, but...

    >Well, except for the handful of exceptions, but they're pretty exceptional, so just pretend there are no exceptions.


    what are the exceptions?
  24. Thread: Where to start...

    by ...
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    tetris was my first full-blown graphical windows...

    tetris was my first full-blown graphical windows app. i think thats a just fine place to start, especially since you already mentioned it so i assume its a project youd like to do...

    ( i did it...
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    2 weeks for recursion? eesh... my programming...

    2 weeks for recursion? eesh... my programming class gave us a day, at most, to learn it. of course, its not a semester long class either :-\

    i dont know if this is a 2-week worthy assignment,...
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