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<0> as long as you call delete, it will properly free the memory <1> yeah yeah <0> unless you're using them as stubs <2> whats the best way to do shadowing ? <3> thats not his question I dont think <0> where a good clean() always helps <3> Unit_ - its case-dependent <2> stencil buffer shadows <2> hmmm <1> I'm kind of wondering if containers need to be collapsed, since even if I free the memory, the containers still have arrays of pointers <2> I want something like splinter cell shadows <2> I wish I had the source code for splinter cell <3> ahaha <0> Return0, i usually delete and set all my pointers to NULL <3> Return0 = ... i don't quite get what you're saying, but you should remove null ptrs from your container if you're done with them
<3> Unit_ - I haven't seen splinter cell <1> hrmm, I see. <1> I guess let me use an example <3> unit - personally Im biased towards shadow maps <3> but you might not want either <3> there are other ways to do shadows too <2> I need to find a good page explaining em <1> I have a cl*** with a vector of pointers to dynamically allocated objects. In the deconstructor I free all of the objects, but I typically don't care about the vector. <3> oh, you're asking if you should call clear() on the vector? <1> since it will get deallocated when it goes out of scope <1> yes. <1> ;) <3> Its a matter of style :) <0> ah:) <3> Personally I say yes <0> i do <1> god. you say it so simply. <1> :P <3> ahha <0> Just to add that you only need to call vector.clear() if you want to <0> re-use the vector. A vector that goes out of scope automatically calls <0> T::~T for every object. As mentioned earlier, if you have a vector of <0> pointers, then you need to manage that memory yourself. <0> As per stl source comments, vector.clear() is slow. Do not call it <0> unless you have to. It recommends using std::list if you need to clear <0> the vector frequently. <2> hadowcast in OpenGL example code; Works on TNT, GeForce, Quadro, & GeForce3 using best available shadow mapping support; And vendors that support <2> ati no ? <2> is volumetric fog defacto ? <2> or is there some neat algo's for other fogs <1> What about vector.resize(0)? <2> free() <1> I do not need to reuse it, I'm just trying to get an idea of what's more clean. <2> sometimes free does not work properly or what ? <2> leaves junk in the memery <2> you cant make love to a memory <1> um <1> you only use free if you use malloc <1> and I'm not talking about dynamic allocations here. <2> dont mind me, im lost most of the time.... the rest of it im trying to figure out whats going on <1> k <2> http://www.devmaster.net/articles/shadow_techniques/ <2> I think I envision how it should work now <2> basically ray tracing ? <2> oh.... nm <2> found a better read <2> you could use ray tracing to make the shadow for the characture then save the shadows as staic ones ? <2> oh <2> life in the fast lane... <2> are display lists usually called over again for each render ? <2> flush <2> nm no <2> amazing <2> so when I go glCallList(baseList); <2> where does that go ? <4> Can you try formulating that differently? <2> hmmmm
<2> is there only one glPushMatrix ? <4> There's only one function by that name, yes <2> so that would be your main matrix your world soto say ? <4> This is really not making much sense <2> do they have a glClearMatrix <4> "Clear"? <2> I will go read up on view transformations again <4> If you want to empty a matrix stack, pop everything you pushed <4> Maybe you mean glLoadIdentity()? <2> yea <2> thats what it is <2> bbiab <5> hey guys <5> i have a problem with texture maping <5> i put same texture on some tiles.. but textures looks a bit translated in 2 directions <5> is there a filtering problem or something? <2> so glLoadIdentity replaces the current matrix with the identity matrix. It is semantically equivalent <2> to calling glLoadMatrix with the identity matrix <2> great <2> says here its more efficient too <2> monday's gunna ****... gotta shift my hours back proper <2> I hate the sun <2> love hate <2> I feel like I have a relationship with it. <6> what does loading the identity matrix multiple times do ? <6> makes a new object in the identity matrix ? so you can position it properly ? <6> I see multiple glLoadIdentity's <7> it sets the current matrix to identity <0> Vector resizing is a biatch <0> cause it'll call the destructor of every object <0> de allocate the mem, then reallocate <8> really? <0> yeah if you say go from 5 to 6 <0> elements <8> that ****s D: <6> glGenLists(1) makes 1 entry or 2 ? <6> 0 and 1 <0> uno <6> probably only 1 <6> why dont I need to pop the identity matrix ever ? <6> glEndIdentity so to say <2> what is an ARB shader ? <3> the ***embly style shader provided by the ARB <3> it was the precursor to GLSL <2> Dr^Nick you should go clean house at fragapolusa <3> Whats that? <2> I think its going on untill sunday <2> big gamer fest in edmonton <2> started yesterday <3> Oh right. I know the guy that runs it. <3> Tys. <3> He and I went to uni together. <2> a friend had a paid seat for me but I had to turn it down <3> heheh <3> thats too bad <2> never been to one.... when I go I expect to get toatly owned though :) <3> heheh <2> for some reason my glCallList() is broken <3> I've got to get to work... <2> I will paste my code <2> on rafb <3> okay :) But I wont be here to read it <2> /home/unit/Projects/lavivrus/src/lavivrus.cpp:100: error: ListID was not declared in this scope <2> where are you off to ? <2> http://www.rafb.net/paste/results/eJKrKf46.html <2> i found one mistake <2> line 56 <2> aha got it <2> whenever I enable depth testing though I get these magic triangles that dissapear when I move
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