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  1. Thread: Annoying warning

    by Noise
    Replies
    1
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    826

    Annoying warning

    So I'm writing a program with Netbeans and the programs compiles and runs just fine, however I always get this warning:


    Warning: .drectve `/DEFAULTLIB:"LIBC" /DEFAULTLIB:"OLDNAMES" '...
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    1,286

    See how the performance changes if you use a...

    See how the performance changes if you use a vector instead of a map
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    3,038

    Thanks heaps guys, yes MinGW seems to be what I...

    Thanks heaps guys, yes MinGW seems to be what I need :)
  4. Thread: Code Explanation

    by Noise
    Replies
    14
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    1,545

    Well the function randBetween will return a...

    Well the function randBetween will return a random integer between 'low' and 'high'. For example if you called it like this:

    int x = randBetween(1, 6);
    x would equal a random number between 1 and...
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    Compiling C++ with Netbeans for Windows

    I'm not sure which section this best belongs in, and I don't want to make a new account on the Netbeans forum since this is my favorite forum and I lurk here a lot. Please move it to where...
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    3,677

    Ok I don't fully understand what you mean with...

    Ok I don't fully understand what you mean with your suggestions there. Here is my Model class (yes I know I am using structs with classes but I enjoy their simplicity):


    using namespace std;
    ...
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    Thanks phantomotap, I will use a map of Model...

    Thanks phantomotap, I will use a map of Model pointers - to avoid the copying when loading.

    I don't think having them contiguous in memory would help anyway, I'm not going to be iterating over...
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    3,677

    Hashmap of objects or references?

    This is an efficiency question. I am going to have say 100 to 200 3D models, each an instance of a Model class. How should I store them, as a map of the actual instances or as a map of pointers to...
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    3,436

    OpenGL: Rendering to off-screen texture

    I am trying to render to an off-screen texture using OpenGL = for post processing effects - but the frame buffer doesn't seem to work. If I just render straight to the back buffer like normal the...
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    3,211

    Alright thanks! That is good news.

    Alright thanks! That is good news.
  11. Replies
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    3,211

    Thanks for the informative responses everyone! ...

    Thanks for the informative responses everyone!

    Is cyberfish the only one venturing an answer to my second question?
  12. Replies
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    3,211

    Optimization question

    Which of the following is faster?:
    A :
    float f1; float f2;
    //... f1 and f2 are modified
    f1 *= x / y;
    f2 *= x / y;
    OR
    B:
    float f1; float f2;
    //... f1 and f2 are modified
  13. Replies
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    I am very interested in this as I am also writing...

    I am very interested in this as I am also writing a space combat game, and it also looks like many of the ideas are similar, full 3d etc, physics, etc.

    Are you planning on having many different...
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    2,167

    Fair enough. It is strange that no book or...

    Fair enough.

    It is strange that no book or articles I have read mention a technique like mine (where you use three basis vectors for each object orientation), they only ever list Euler angles,...
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    2,167

    Not sure what you mean. If you're referring to...

    Not sure what you mean. If you're referring to gluLookAt, even though it was designed for setting up the camera, I thought it would still work for facing objects in the correct orientation.
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    PROBLEM SOLVED. Everything was working fine...

    PROBLEM SOLVED.

    Everything was working fine and my method of representing orientations with vectors was fine. The problem was, as I suspected, gluLookAt not doing what I thought it should do....
  17. Thread: freaky output!

    by Noise
    Replies
    4
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    1,595

    You have not initialized x so it's value is...

    You have not initialized x so it's value is undefined. Also it is undefined what the order of argument evaluation is, so you do not know whether or not x=40 happens before x>=10, and obviously in...
  18. Thread: float13

    by Noise
    Replies
    62
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    8,395

    This thread is so painful. It has been explained...

    This thread is so painful. It has been explained so many times.
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    In the case of a pitch I rotate around whatever...

    In the case of a pitch I rotate around whatever the rightVec for the object is, and in the case of a yaw I rotate around the upVec.



    Ok so, the dirVec is the direction the object is facing. So...
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    Thanks Bubba, I didn't think think this was...

    Thanks Bubba, I didn't think think this was gimbal lock, but I will now look it up thoroughly. Unfortunately it looks like I will need to do quite a bit of re-writing.

    EDIT: I still don't...
  21. Thread: float13

    by Noise
    Replies
    62
    Views
    8,395

    It might work differently for Dino because he's...

    It might work differently for Dino because he's on a different system which represents floats differently and rounded 1.400000 * 10 to something slightly greater than 14 instead of slightly less than.
  22. Thread: float13

    by Noise
    Replies
    62
    Views
    8,395

    Float representation in a computer is very...

    Float representation in a computer is very approximate. When you times 1.400000 by 10 it gets some number which is very close to 14 but is not exactly 14. When you then cast that into an int (which...
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    This: number == ( 1, 3, 5, 7, 9 ) does not...

    This:
    number == ( 1, 3, 5, 7, 9 ) does not work, you can only compare one number at a time. So you would have to use the || operator like this:

    number == 1 || number == 3 || number == 5 ....
    ...
  24. Replies
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    Thank you scwizzo, but I believe that's what I'm...

    Thank you scwizzo, but I believe that's what I'm doing already. Here's how I calculate the direction and up vectors:

    // Pitchs (rotates) the direction and up vectors 'd' degrees around the right...
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    I copied and pasted your code and compiled it and...

    I copied and pasted your code and compiled it and it appears to work fine. It gives the same values as my calculator.

    What kind of values does it give you?
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