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<0> Not by itself, the user provides its own structs and tell the implementation where the tree nodes are within the struct by offsetof() <1> ok, so it's arranged to facilitate it... <0> Correct <1> that's ALMOST a lisp1.5 impl, dude <1> an efficient one, at that :D <0> Quite efficient, yes :p. http://www.rayforce.net/bintreemess.c I think it's a red-black tree, more or less, with a couple differences <1> hm, there are a few 'with differences' relatives of rb trees, like avl trees, um <1> and one that uses freakin' lightening bolts int he MIT algo book <0> Not too sure what that is exactly, it's just what seemed the best solution for a self-balancing tree to me <1> btrees, b+trees and b*trees are interesting, heh... <1> tries are even more interesting <1> hrm, I'm not seeing what I was thinking off in this book.. mebbe it's in one of the other books, or was a 'selected topic' :/ <0> More interesting when you don't look for the answer in a book first :p <1> it depends
<1> is your purpose to emulate the giants, or stand on the shoulders of the giants? <0> I think the purpose is more about the pleasure of intelectual stimulation <1> if I got **** to do, and I wanna get it done, and it ain't been done before... yes, I will look in books, I will remember back to my school days, and I will try to use as much of someone elses work as possible... cuz, uh, I wanna get ti done and move to the next problem <1> the interesting part isn't about redoing previously done problems, it's about doing NEW problems, and the things done before are all tools in accomplishing that <1> so a good breadth of knowledge and resources are beneficial *shrug* <1> <-- doesn't wanna solve previously solved problems, even if he solves 'em better... wants to solve UNsolved problems... like a good computer scientist o.O <2> are there any good tutorials for opengl running on linux? i have already tried google with apparant result <0> Install drivers from your video card vendor <1> what library do you use to interface X and OpenGL, a256? <0> If it isn't Nvidia or ATI, you might have a problem <2> i failed with that <1> matrox was very well supported until ike the m550 iirc <1> better than nvidia and ati, and open to boot... :( <2> i got NVidia <0> Did you download and install their drivers? What's the problem exactly? <0> Ah, you asked this a couple days ago too <2> yes <2> i should type "sh [verylongname]" and it did not find the file <2> but it is possible to run without hardware acceleration isnt it? <1> erm... that was a completely useless statement o.O <0> Make sure it got +x and ./longfilenamethinghere in the directory where the file is <1> if you have a libGL.so, it will display something. <0> Software rendering is very slow <2> yes ill do that later but i want to try it out first <1> not necessarily, mal... <1> textures are what kills sw <2> so i googled for "opengl tutorial" linux and found no section called "your first program" <1> e256: do you have possession of "the red book"? <0> You don't need a "tutorial" specific to Linux. Get redbook, topic <2> im not a communist <1> ... <1> it's called "the red book" because the book is red <1> you pinko commie bastard <2> :) <1> http://math.missouristate.edu/opengl/redbook <1> this document is the holy bible of opengl programming... <2> and contains a tutorial for opengl on Unix platform? <1> and the 'example pack' you can download for it works on linux... <2> does it contain commandments? <1> it's a tutorial for opengl... regardless of platform <1> thou shalt call glBegin() before glVertex3f() <0> glut is cross-platform, it works anywhere, and it relies on glut for its code samples <0> You probably should switch to SDL later on though <2> ill already used that <2> ive used opengl on windows a little bit and then i switched to SDL, just as you say :) <2> but now i have finally killed the ultimate virus windows and want to use some more noble graphics software than sdl <0> Your SDL/opengl code should compile on Linux just fine <1> unless you ****ed it up by doing something stupid like #include <sdl\sdl.h> instead of #include <SDL/SDL.h> <2> well i wasnt that precise when i killed windows, i killed at random killing a lot of other things <2> so now i have opened this holy book, but i cant see anything on creating windows, do i HAVE to use glut for that? <0> The redbook uses glut because it's simple and primitive, but you can use SDL <2> one graphics software at a time <1> when you do opengl with sdl, all the graphics is in opengl... sdl provides input, sound, and attaches the ogl context to the X context <1> are in? <1> hm <2> it must be easier to learn solely opengl, tutorial-wise?
<1> no, opengl has no direct attachment to a display manager... opengl does not exist 'alone' <2> i see <0> You can either use platform-dependant interfaces like glx, wgl or agl ; or you can use SDL which is cross-platform, _much_ simpler and takes care of this mess for you <2> so what should i start with if i want to learn it this way, except the hardwareacceleration? <0> Redbook, always <2> you talk a lot about this red book... ill check it <2> ill see you later <2> _where_ can i find <glaux.h>?? <0> Don't use glaux, it's outdated and non-portable, try SDL_image, pnglib, or whatever else to load your textures <2> the red book uses glaux <2> i cant find any tutorial without glaux <0> The redbook is about opengl, not about windowing, input or image loading <2> it seems like the whole world has gone glaux <2> i found a tutorial without glaux, instead i hadnt got gltk.h <0> No, the online version of the redbook is old, but the basics never changed <2> do you know where to find glaux or gltk? <0> Loading an image can be done with pbglib or any other library <0> You don't need to replicate the code of tutorials, learning opengl is the important part <2> i believe i will using it <2> i think ive found something know <2> im deeply thankful for your patience and responsiveness <2> good bye <2> when i run lighthouse 3d:s tutorial on glut (among many other tutorials) i get "undefined reference to:" "glutInit","glVertex" and many other files. why? <0> You need to link with the libraries of course <0> -lGL -lGLU -lglut <2> ok ill try that, thanks again <3> Maloeran: thanks! :) <3> Its not possible to copy an entire line directly? it would be faster i guess.. <3> Btw. I also wonder if I am thinking correct. I am doing a 2D game, which atm works nice (around 400 fps @ 1280x960 resolution). The way I do it is store all images as textures, then use texture references to map them onto quads to draw tiles/mobs/whatever every frame. Is this the right way to do it? or are there faster ways, maybe using translate somehow? <4> magnus_: As binding a texture is still very expensive, yes that's a good way to do it. <3> I only bind textures once, on level loading <4> A even better one is to have several tiles on the same texture, and then draw them all together. <3> hm or wait <4> To save yourself from unneccesary bindings. <3> glBindTexture(GL_TEXTURE_2D, texture); <3> thats texture binding? :) <4> yes <3> then i do it for every tile/mob/sprite :( <3> Hm <3> or I could sort the sprite/tile list and draw them in order and somehow detect when next type of image to be drawn comes up <4> is each sprite its own texture? <3> if they look the same they have the same texture <4> That's not what I'm asking. <3> :) <4> Again: Do you have several different sprites saved in the same image. E.g tilesets. <3> No <3> Separate images for each tile <3> aaah thats why lots of games have all tiles in one image <4> That would really speed up things, as I mentioned above. <3> they just change the uv coords <4> Correct. <3> Thats smart. I use that for my fontSet <3> (all fonts in one texture, etc..) <3> Thanks for the tip! :) <4> You're welcome. <4> It's also a pretty neat way to store animations. <3> yeah, it **** to have badguy-X.png for X 1->5 <3> The backside is that its not as flexible when you add new tiles, etc. Now I just add the .png and add a tag in the xml file describing the tileset <4> Well, if you have several tilesets with the same structure, your xml file can ***ume its layout. <4> And then you can make names for the different tiles. <3> Yeah. How large can the texture be in x-pixels times y-pixels? <4> The max width and height can be queried for. <4> It's dependant on your graphics card. <4> Hm, or maybe not. <4> I don't see any glGet parameters for such a thing. <4> I'm quite unsure actually. But even the Geforce 2 supports 2048x2048 textures. <5> glGetInteger with GL_MAX_TEXTURE_SIZE <0> magnus_, sort primitives by textures indeed, and you can pack multiple images per texture as mentionned <3> hm ok <3> I could keep my current system with the files and generate this one-texture-tilemap in code
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