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Comments:

<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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