Multiplication. Not a whole lot can be done by adding matricies.
Type: Posts; User: skorman00
Multiplication. Not a whole lot can be done by adding matricies.
http://www.opengl.org/pipeline/article/vol003_9/
Your cube has no color, and I think DX uses white for the default color. Your back buffer is getting cleared to the color white ( even though the comment says black.. black == 0x0 ). So, I think...
if you don't plan on drawing anything after these point sprites, don't have them write to the depth buffer. That way they'll Z test against everything else in the scene, but not themselves.
Most...
Even though you don't have to impliment it with an array of linked lists, you can still think of it as such. I find that to be the best way to describe how a hash speeds up searching without...
He's making a strategy game, so if he has AI in there, frame limiting isn't so bad a thought since you don't want the AI to be working so fast that you'll never be able to keep up with it. Though I...
Hashs are pretty simple, and extremely useful. I'm sure you guys can find tons of ways to use them for optimizations in your code.
Think of a hash table as an array of linked lists. Each item...
I think you should check again, make sure you're know which library has auxDIBImageLoad. It's a linker error, so it has to do with a missing library.
Once, I had a linker error because my code...
Theoretically, a hash can have an O(1) search algorithm, though the amount of memory you'd be using for your hash table would be the same amount you were actually maintaining. Still, it would be...
the D3DX library does have functions for different kinds of splines.
yeah I missed that /blush
This is much less precise that I was thinking, but it works.
Every now and then I find myself scowering old posts looking for a tool that either me or somebody else had mentioned. I just spent a bit of time looking for this post:...
It's for organization. If it's awkward to use, it's worthless. If you seen a .ini file for any program or game, its usually a bunch of "this=that" kinda stuff.
// check for Collision
if (bBallMax.x > bFloorMax.x || bBallMin.x > bFloorMin.x)
collision = 1; // collision on x axis
if (bBallMax.z > bFloorMax.z || bBallMin.z > bFloorMin.z)
...
Haven't you been doing some sick nasty stuff with shaders? A shader that alter's uv's is cake.
return (x1, x2);
Don't return 2 values. I would suggest returning 0 as well.
You're program ends when main ends, closing the window before you can see anything. you can use getch() to pause...
I'm not sure what your main() function looks like, but rigging it up like this helps:
void Run()
{
// do everything in here
}
int main()
{
I doubt the texture is failing to load, you're either not handing it to OGL correctly, or drawing correctly. I'm going to say you're not handing it to OGL correctly, because you're passing GL_RGB to...
can you render to a texture instead of the frame buffer, and access the texture's memory?
that first line looks like your options are trying to link the same library twice.
I believe the second line is saying that it can't find the definition for operator new ( I used MSVC's...
That test is doing the same thing the video card would do if you were to draw in front to back order, but at a higher level ( the card would do that per pixel ). I think an occlusion algorithm with...
I see what you mean now. With a kd-tree, you'll have more traversal steps. That's not that bad though.
I hope you come up with a good interface so you can interchange the data structures. I've...
If you look at moving to a node in a kd-tree as if you're moving to that node and all its children, then moving to a node in an oct tree would be, at minium, like moving to 8 children, no?
They...
I got a ASUS wireless nic for my Desktop, and it was working just fine. I then had mobo/proc problems, but got that resolved after clearing my CMOS. After that, the wireless card stopped working. ...
Nintendo of America has a lot of Digipen grads working there, because they're close to Digipen. So there's some validity to that statement.