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Comments:

<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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