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Comments:

<0> does this code seem retardedly ineffeicient to anyone? http://rtfm.pastebin.com/777454
<0> (short snippet)
<1> um
<1> u could speed that up with say a display list
<1> or vertex array
<1> choice is yours :p
<0> yea but is that like really badly done as is? the reason i ask is i wouldn't think rending 25 tiles in a loop would lower my framerate as much as this does
<1> rofl
<1> what gfx card u got
<0> Radeon 9800
<0> there's something wrong here...
<0> it's frustrating
<1> i wreckon u've not installed opengl drivers or sommit
<0> nah i've got it all going.. i reckon maybe my sprites' time based rendering code is stupid
<1> for 25 quads, that really shouldn't slow it down



<1> although that code would be v easy to stick inside a display list
<0> yea, i want to get it working (this bug fixed) before i do any of that
<0> so that like... i'm confident i know what's going on
<1> nothing there.. is gonna make it go that slow
<1> tbh
<0> thanks
<1> if ure doing 2d game or sommit
<1> u can not bother with mipmaps :p
<0> it's a game map
<0> if i render only a single tile (remove the 2 for loops) the damn thing flies.. but rendering 25 slows the frame down all to hell..
<1> paste more code
<2> need more cowbell
<0> ok this is what i've got http://rtfm.pastebin.com/777471
<0> the grand render function, the sprite render function, and the map render function
<0> oops http://rtfm.pastebin.com/777472
<0> heirarchy is GAMEPLAY::RENDER --> Cmap == Ccharacter -> Csprite . gameplay::render() calls map render and character render. character render calls sprite render
<2> wow, your design is like object oriented, man
<0> be nice, i'm relatively noobcore =)
<1> hm dunno
<1> do you enable and disable texturing after drawing?
<0> no
<1> try that ;p
<0> ok
<1> also
<1> for(int j=0;j<5;j++) {
<1> you realise that goes 5 times?
<0> yea, 5x5 array
<1> ok
<0> of tiles
<0> is there somethnig wrong with me outputting that way?
<1> so 25 tiles
<0> i'm going to need to draw many tiles, correct
<1> not relaly
<1> all i can think of is
<1> its doing opengl in software
<1> dump your gl extensions somewhere
<0> ok thanks i'll try that
<0> how does one test wether opengl is using hardware or software to render?
<3> look at the vendor string?
<0> Hey, whoever was involved in my low framerate problem...
<0> My texture should have bene 32x32... instead it was 37x37.. and for whatever reason that did it...
<4> If rectangular textures are supported, they shouldn't be that much slower
<0> i am unsure as to why, but when i put a 37x37 dimension texture where i should have my 32x32.. the framerate just bombs.
<4> Or maybe they aren't natively supported and the drivers pretend so by doing the work in software
<5> Hi all
<5> Does anyone know if Deep exploration can import Lightwave and/or 3DS files?
<5> I know it can import Maya.
<5> never mind - I fiugured it out
<6> can someone point at my mistake within this thingie? http://rafb.net/paste/results/oFHXZ735.html
<6> please...
<6> glGetError() returns 0 but it doesn't draw anything
<4> Gunjar, don't use IndexPointer, remove DrawArrays and use DrawElements
<4> IndexPointer is for color indices on very old 8 bits display or so
<6> haha.. lol
<6> ok.
<6> thank you
<6> i should have read the doc on this more carefully
<4> Agreed :)
<7> anyone can help me. I would need something very basic to start working with: I have a list of xyz-coordinates at which I would like to render a sphere at each. Are there any easy c++-files which one can start using. I will be compiling this with gcc on Linux.



<4> Do you need code for a framework ( windowing, etc. ) or the spheres?
<7> well, both. I have never used OpenGL... But I do not need anything fancy... This is just so that I can get a picture of how things would look
<4> Interfacing with X directly is messy ( same on other platforms ), there are toolkits to handle that part in a robust and portable way. Have a look at SDL
<7> Yes, I have no intentions of talking to X! Probably this program will be using the GNOME-environment...But my primary concern is to get the picture up! What is SDL?
<3> http://libsdl.org
<3> gnome has things like gtkglext for creating an opengl context 'widget'
<4> I would rather recommend SDL, not everybody uses Gnome
<7> ah, yes. This looks great! I will check it out
<0> SDL is the bomb
<0> as much as i hate that term i still find myself use it
<8> hrm
<8> Mal - still here?
<4> Hi Doctor
<8> hey dude
<8> are you familiar with Xt?
<4> A long time ago, I somewhat was.. :)
<4> What's the problem more precisely?
<8> ok, this should apply to anything running under X that uses its event system :)
<8> basically I need to create the event loop, toss it in a thread, and let the main thread keep going
<8> the main thread will occasionally be run exclusively, without the event loop processing.
<8> any idea what the consequences are of that?
<8> X is the only windowing system I know of that even lets you attempt that.
<4> That shouldn't be a problem in any way, what "consequences" were you expecting?
<4> And why couldn't you handle events in a second thread in any windowing system?
<8> X Asychronous replied not expected (or something along those lines)
<8> Mal - in Aqua anyway, you have to respond to events in the main thread.
<8> otherwise they don't get responded to
<8> (dont ask me why, I tried to figure it out so I could work around it, but the guru's of the os x community just said "don't do it".)
<4> Weird, I don't see how that could possibly be an issue as long as you don't have multiple calls to the windowing system at the same time
<8> thats what I was thinking too
<8> though, apparently its not the case
<4> Why can't you just let the main thread handle the events? Switch their role
<8> donno
<8> http://www.idevgames.com/forum/showthread.php?t=11829
<8> My first attempt using carbon, and the trials of getting things working
<8> anyway, if you expect it to be fine in X that makes me happy
<4> I would have expected it to be fine on any decent windowing system really... I fail to see how threads make a difference
<8> me to
<8> apparently in aqua they actually ***ign a thread id to the event and check it in the event processing apis
<8> and somehow ensure that its the main thread.
<8> i donno. it seems foolish
<4> They should use process pid, not thread id
<8> yeah
<8> Apple's developers pages say the same thing though
<4> It's terrible how Ubuntu is not friendly to programmers. It's less trouble installing everything from scratch, Linux from scratch style, than finding your way into their broken, incomplete or missing "dev" packages
<9> I like Suse
<9> pretty good usability (for the linux world), and everything works just fine
<9> the only time I had to access the console was to install my wireless networking card, had to use ndiswrapper to get it working but that was it. Everything else works just fine
<9> I used to use Debian in the slink and potato days
<9> then I realized that usability is important and I shouldn't waste time with unnecessarily complex stuff
<3> heh, yeah, uh, that's kinda what I veered away from suse :) mebbe they've gotten better since I looked, but yast was a monstrisity of stupid
<3> once you chuck dselect and use aptitude, debian is... ok... fbsd is my favored 'server', and osX with darwinports on my desktop
<9> yeah, it was really bad in the past, now it's much better
<4> I suspect Debian is as broken as Ubuntu for mplayer
<4> They don't provide decent binaries because of "legal issues", and you have to install a dozen things to get it to compile yourself
<4> Is that my code, Erik? :)
<3> heh, no, brlcad in the mged ... utility...
<4> Eheh right
<4> How did the metaballs go, Erik?
<3> still working on it... the raytracing part has been done for a while, the modeling interface is what's slowing me up... :)
<4> Yes, sounds like the boring part :)
<3> it's a trainwreck of globals, big honkin' switches, and no clear program flow. :)
<3> I'm making progress, it now, uh, destroys my metaball definition when I try to set the threshhold.
<4> Woohoo, neat!
<8> pthreads are preemtive, yes?
<3> depends on the implementation...


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