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<0> not just a O(n) <0> if i have 500 elements, im doing 2000 iterations <1> another simple question <0> but i guess what your going to tell me now is that the Big-O isnt for measuring complexity increase <0> not iterations heh <1> to *not* use a texture in ogl.. can I *unbind* it.. or do I just disable texturing ? <2> MeshMan, the other algorithms might have lots of constants too... anyway it doesnt matter <1> yes.. I'm pretty new to this.. and trying to learn it all at once <1> while brushing up on my linear algebra <0> yeah, you can just do glDisable(GL_TEXTURE2D); <1> yeah. that's what I do.. just thought there might be some hidden cost for disabling it <1> but alright.. thanks <1> a weird thing though.. if one of my cameras is set to render wireframe <1> it switches to wireframe ofcourse.. all works fine <1> I get like 2500fps <1> BUT.. as soon as I do a glColor**() command
<1> I drops to like 250fps <1> wtf? <1> any clue ? <0> well, your not using vertex buffer objects are you. <1> not right now.. no <0> stay away from that glVertex** and glColor** poop <1> vertex arrays <1> vertex buffer optimized <1> well.. I use materials for the meshes <1> and vertex arrays.. <1> but this was for simple billboards <1> 4 verts <0> http://nehe.gamedev.net/lesson.asp?index=09 <1> yeah.. I'm gonna move to vbo's <0> http://www.ultimategameprogramming.com/demoDownload.php?category=OpenGL&page=1 <0> and all of this will help <1> but that also means that I will have to do my bone deformations *inside* the graphic card ? <1> or else I have to update the buffer for everyframe? <0> preferrably on a shader <1> yeah..=).. haven't gotten to shaders yet <1> but I've written that down <0> your doing erm, whats it called <0> where you mess about with the vertices <0> per-frame <0> like MD2 <0> vertex animation <1> well no <1> no frame-based interpolation or whatnot <1> but yeah.. with bones I guess I set a diffrent <1> matrix for every *group* of verts that each bone controls <1> damn <0> and you have weights for that too? <1> I have to read up on ALOT <1> haha.. weight?.. as like.. for physics? <0> blending weights :) <3> :< <0> for your vertices <1> no <1> but it sounds cool <0> you got it easy then =) <1> so I have to read up that too then <1> I guess <1> damn <1> all this reading <0> dude, its years worth of constant learning :) <0> my pace of learning hasnt change <0> since day 1 of gamedev <0> that was like 5 years ago <1> when was day 1? <1> ah <1> you still a hobbyist? <0> yeah, for gamedev <1> .net ? <0> not for my gamedev, i use DX/C++ <1> or the gamedev scene <0> i used to use OpenGL though <1> I'm trying to abstract it <0> made an 'engine' hehe, if i can get away with calling it that <0> yeah, thats what i tried at first, wrote a 'generic' render for DX and GL <0> and supported all the shader formats <1> hehe.. yeah.. i'd use a finished one.. but I wanna learn about the stuff that makes 'em tick
<1> I guess your engine is tied to pc/xbox then ? <0> but i wasnt a good C++ coder in general back then, no knowledge of containers or alogorithms <0> im a little better now <1> ah.. <0> its tied to PC/Win32, that was my goal. <1> I've been coding c++ for a couple of years <1> I've made a graphical api that is used in dvd rental kiosks <1> but gamedev is pretty new <1> like a month <1> my friends use macs or linux mostly <1> so I'm sticking with ogl <0> good idea <1> let's hope <1> I mean.. I hear many game companies use dx and then just make an abstractino layer for other platforms <1> that looks/acts like dx <1> d3d <1> even <2> because opengl is really ugly :P <0> yeah, i mean its not extrememly difficult to do that in my experience <0> its actually quite fun <0> the only thing i hated was the math library <0> i never studied linear algebra when i tried to do that <0> so most of it was copied and stuff i didnt understand <1> swx: I wouldn't know <1> is d3d a state machine too ? <2> how can you stick with opengl if you dont know how it looks? <0> swx, the main reason i left GL was the lack of 3d help and the hell of managing shaders and all them extensions :P <1> swx: I know *some* about opengl <1> don't know anything about d3d <1> so I wouldn't know <1> sompared to d3d <1> compared <0> s/3d/3d math <0> http://86.142.22.166/parallax3.jpg <0> http://86.142.22.166/parallax4.jpg <0> thats the last thing i did in GL about 2 years ago <0> using GLSL <1> aaah <1> made the shader yourself huh ? <0> no :P <0> thats another beast in itself hehe <1> what kinda skin is that ? <1> for windows <0> oh, some MacOS copy thign <1> yeah.. well.. is it a standard windows skin ? <1> or requires some weird app? <0> WindowsBlinds i think it was <0> anyway, back to my rendering pipeline design :) <4> Hallo. <0> hey Brian <4> Hey there Meshy. How's it going? <0> ok <4> Every time I come in here there are like 40 people I don't know. <4> All dead, it seems. :-P <5> 3y3 s33 d34d p30pl3 <0> yo the Ghaleons <0> many of them <5> More Than Just a Ghaleon. <5> The MeshMan, more polys than the Sistene Chapel <0> =D <0> whats happened to Ziggy =( <0> hes like dissampeared <5> I made him my bish and now he does my work too <5> ;) <0> i miss the Ziggy =/ <5> ask the pit when he was last here <0> seen Ziggy- <6> Ziggy- was last seen on IRC 3 days, 16 hours, 15 minutes and 59 seconds ago, saying: either way its a nightmare [Wed May 31 18:24:02 2006] <0> :o <5> :O <7> :O <7> delete MeshMan;
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