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  1. Yes, I wrote the export script for Blender...

    Yes, I wrote the export script for Blender myself; it's nice to have your files laid out in such a way you can just load them into VBOs directly.
    I'm afraid I never did anything with Paraview other...
  2. Blender internally saves its data in a way it...

    Blender internally saves its data in a way it can't directly be rendered with VBOs in OpenGL. In fact, what could be one vertex in Blender might have to be 2 or more different vertices in a VBO if...
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    True, I was mentioning it just in case. ...

    True, I was mentioning it just in case.



    The question is though, is whether that is actually slower than going through a lot of work for each polygon to determine whether it has to be drawn....
  4. On the original problem, what I do now is, in my...

    On the original problem, what I do now is, in my export script (I'm making models in Blender) keep a list of vertices (initially empty), go through all the triangles of the model and for each point...
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    To be sure: unless you're working strictly with...

    To be sure: unless you're working strictly with convex models, backface culling is not an alternative to depth-checking or painters algorithms. A polygon can face the camera and still be behind...
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    I don't think computational intensity would be a...

    I don't think computational intensity would be a real problem here. You would likely only do the computation to determine the front and back of each polygon once (likely at the end of the function...
  7. For what it's worth, after getting everything set...

    For what it's worth, after getting everything set up and working out a few silly kinks in my own code, I found using VBOs and shaders to actually be a lot more intuitive and versatile than what...
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    I'm going to guess the problem is somewhere in...

    I'm going to guess the problem is somewhere in your EulerToQuat function, but it's hard to tell since the maths part of your code is kind of hard to read.
    If speed isn't a concern, I wouldn't be...
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    It means precisely what it says: the code doesn't...

    It means precisely what it says: the code doesn't deal with objects. Which is not the same as "The code is not meant to deal with objects".
    Obviously you can associate a polygon with a game object...
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    This one might be good, I dunno. I only read like...

    This one might be good, I dunno. I only read like half a page. :)
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    As far as I can tell that C.N is a typo and...

    As far as I can tell that C.N is a typo and should be S.N (i.e. the number of points in S). S.V is probably an array of points with length S.N.



    All this code does is check whether two convex...
  12. Actually as far as I can tell D3D works exactly...

    Actually as far as I can tell D3D works exactly like OpenGL does; you provide a buffer of vertices, each with their own data, and a buffer of indices to describe the order in which the vertices used....
  13. 3d model file format for use in OGL: should faces share vertices or not?

    So I'm dabbling in game design for a bit, and am trying to get some 3d models onto the screen without using any deprecated OpenGL features. Obviously that means no fixed functionality, so no...
  14. After giving it some more thought I realized that...

    After giving it some more thought I realized that there is a way to still make this work by overloading the operator for a const left member and having that version return by value instead of...
  15. Ah, it never occurred to me that temporaries...

    Ah, it never occurred to me that temporaries would by definition be a bizarre kind of maybe sort of const-ish, and for some reason the compiler error didn't say anything like that either. After some...
  16. Non-member operator acting on temporary objects: why doesn't this compile?

    It's been a long time since I've done any C++ programming, but I've started back up and for the most part, things are going well. This problem however, has me stumped. Basically, I'm working with the...
  17. Thread: auto_ptr array

    by Boksha
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    Wouldn't auto_ptr pi[10] = {new int, new...

    Wouldn't

    auto_ptr <int> pi[10] = {new int, new int, new int, new int, new int,
    new int, new int, new int, new int, new int};
    work?
    Yes, it's terrible. :p
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    Bubba: that code (after adding a default...

    Bubba: that code (after adding a default constructor) still generates the same warnings.
    Using a typedef or a wrapper class for std::vector<testclass> probably would be the right thing to do but I'd...
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    Warnings when using vector of vector

    I keep getting weird warnings. I have isolated the problem to the following test-case source file:

    #include <vector>

    class testclass
    {
    public:
    testclass(const testclass &o); // {};
    };
  20. Oops, probably should've figured that out...

    Oops, probably should've figured that out myself...
    Got it to work now, thanks!
  21. Lookup table with different spacing between entries

    Here's my problem: I'm trying to write a program to modify gamma corrected images, but the gamma correction (which involves an RGB value, an unsigned char, to the power 2.5, or a gamma corrected...
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    Because you're mixing tabs and spaces, and tabs...

    Because you're mixing tabs and spaces, and tabs have different sizes in different places. If you want your code to look the same everywhere, use only spaces. If you use only tabs your code won't...
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    The path isn't an issue as I'm only saving files...

    The path isn't an issue as I'm only saving files in the program's working folder.
    Problem is I want to be able to check whether it's a valid filename long before the file is actually created.
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    Filename validation

    Hopefully a simple question (searching MSDN came up with some clear answers but only for Windows Forms and the .NET class framework, neither of which I'm using, just the plain C Win32 API here)
    ...
  25. Ah, now it compiles without errors. I take it it...

    Ah, now it compiles without errors.
    I take it it automatically uses the const function whenever it's called on a constant instance, and always uses the non-const function otherwise?
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