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<0> hey, is it possible to debug a dll?
<1> Wild guess from a Linux guy : yes, if it was compiled with debugging symbols
<0> weird nm
<0> it wasn't working before.
<0> but it suddenly started working
<0> I've done it with static libs before, I just thought maybe the dll interface made it not possible, but nm.
<0> it was just strange.
<0> nice, an ***ert just saved my ***.
<2> when your eyes hurt do you guys ever switch opening em for a while ?
<2> asyncronous blinking ?
<3> lay off the reefer man
<2> moreeeee
<2> I cant help myself
<2> itssss soog ood
<2> asynchronous
<2> better ?



<2> sweet patty neeko! thanks for my honda :()
<2> if you do multiple triangle strips in a display list will it optimize automatically ?
<2> optomise
<2> just for less memory use
<4> http://arstechnica.com/news.ars/post/20060729-7381.html
<5> most screen have a 4:3 ratio, right?
<1> Typically yes, but just check the resolution
<5> so it's 33% wider than tall, right?
<1> Yes, but why are you asking? You can't rely on that
<5> my screen resolution is 1024 x 768
<5> and I set my viewport so that it's 33% less wide
<5> but my circle looks like an ellipse
<1> Fix your projection matrix instead of reducing the viewport size ( or at least, try 25% )
<5> I have to set it so that it's 15% less wide
<5> but, erm, I have a pretty standard screen
<5> which should have a 4:3 aspect ratio
<5> so what gives?
<1> What is the size of your viewport?
<1> And how do you set up your projection matrix?
<5> 1024*0.85 x 768
<5> projection is the identity
<1> Maybe you should adjust the planes of the frustum instead of playing with the viewport size...
<5> I can get it to work, but I'm wondering why I need to make it 15% smaller and not 33% smaller
<1> What is your modelview matrix? Is that really a circle you are rendering?
<5> yeah, it's a circle
<1> Look into glOrtho or gluPerspective to set your projection matrix, I'm ***uming you don't want to provide a home-built matrix
<5> my projection matrix is the identity
<5> I put my frustum in my modelview
<1> This is wrong, and how do you set the frustum?
<5> ahh no, I put frustum in my projection
<5> glFrustum(-1, 1, -1, 1, 1, 1+depth);
<1> I think it will be easier if you share the code on rafb.net/paste, copy the url
<1> Generally, one's frustum planes should reflect the aspect ratio of the viewport
<5> right, and my viewport is 1024*0.66 x 768 = 768 x 768
<1> 1024*0.6=675.84
<5> ahh, good point
<5> so you need to make it 25% smaller
<1> If you want a square viewport, yes
<5> I do!
<5> still doesn't look like a square
<5> hmmm
<0> I've designed an interface that's quite similar to opengl for specifying geometry, it supports normals, texture coords, vertex positions, but also weights to bones.
<0> The thing is, despite that currently my system supports only 4 weights, I'm trying to keep the interface more flexible so that it's easier to specify geometry.
<0> The question is, should weight/id pairs be specified as individual pairs, or sets of pairs, such that indexing refers to the boneID/weight pair or the set of boneID/weight pairs
<0> hrmmm, would it help to see the interface I'm talking about?
<0> well here it is: http://rafb.net/paste/results/VQn5Po32.html
<0> Basically when I wrote it I accidently forgot to account for multiple weights per vertex
<0> so you can define the weight/id pairs independently, but the indexing doesn't allow you to select more than one per vertex.
<0> Hrmm the usage comments are in the cpp at the moment =\
<0> I think I know what I'll do...
<0> yeah
<0> I'm gonna vere off the opengl path a bit.
<0> **** I'm going to can a buch of code I already wrote if I do this =\
<0> well, what I decided is that like the rest of the interface I'm going to add a vertex, and then set data for it. As opposed to setting states and using the call for the vertex to poll all of the states.
<0> The only problem is that I still need to revise my indexarray interface.
<6> How can I create a progress bar from a non-standard shape? The overlay and stretching the filled one method doesn't work
<0> a progress bar in opengl
<0> just rendering it yourself?
<0> what do you mean non-standard shape?



<6> In general what method would you use
<6> like say I wanted to make a progress bar out of the word Donkey
<0> Well it depends if you're talking about a windows progress bar or what.
<6> and change colors of letters as progress goes on
<0> oh
<6> or a trapezoid shape
<0> well, I'm thinking how you could cheat
<6> with a rectangle you can create 1 image empty, and 1 image full, and just stretch the full one across
<6> doesn't work for weird things though :(
<0> Draw the geometry as white, and then use two quads that overlay in front of it, one being red and another green or something... and using blending techniques to shade the geometry
<0> so like, think of a filter
<0> a lense if you will.
<0> that you slide across the screen which changes the look of everything viewed through it
<6> ahh I got it ^_^
<6> thanks
<0> the blendfunc can help
<0> Winger, the other thing you could do is if it was 2D, you could create a stencil, and shift the colored polygon through that stencil
<6> It's 2d ^_^
<0> So like lets say it's some fancy art thing, make an alpha mask for it
<0> and only draw the quad onto the alpha mask
<6> http://core.ecu.edu/chem/chemlab/equipment/images/eflask.jpg that's exact image I'm trying to do it with
<6> Trying to make it fill up ^_^
<0> you want it to look like it's filling up?
<0> oh no problem
<0> make an alpha mask that's white on the inside of the flask
<0> and black on the outside
<1> Why an alpha mask exactly? Why not just quads where the vertices and texcoords move as it progresses?
<0> yeah that's sort of what I mean
<0> if it's white you render it red it shows up red.
<0> yeah I mean
<0> I guess you could make a bubbly looking texture for when the flask is full
<6> I'll stick with just plain dull flat colors ^_^ My art looks like crap lol, why I'm stealing art from that chem site lol
<0> actually I started thinking about this more... it's going to look weird if you just shift a quad up with color
<0> since the image has perspective.
<6> eh, as long as it gives some resemblance of filling up I'm happy ^_^
<0> alright :P
<0> ok, Maloeran, but what if there's something behind the flask, and not just solid color?
<0> there needs to be alpha in the texture.
<0> that's all I meant.
<1> Ah right
<0> Winger, you should redraw the thing, so that it's a straight on orthographic looking fiew
<0> view I mean
<0> so that filling it up looks better.
<0> make the line on the bottom flat
<0> not oval
<0> and the top obviously
<0> and then make the markers going up flat horizontal
<6> I can't draw worth a flip lol
<6> Just making a simple simulator thing where you can mix chemicals and stuff
<0> if all you did was edit that image and make it flat on the top and bottom
<6> I'm bored, just something to do ^_^
<0> sounds fun
<6> Mission 1: Create water
<0> sweet
<1> We'll need someone who has access to the bots though :)
<7> yes, you have to work harder to get the titanian ***banning pair I'm afraid :)
<0> man it only took like 10 years ;)
<8> :)
<7> Oh - it's mandatory that you now switch to direct3d btw ;)
<0> hah
<0> I use it at work :P
<7> I have to admit a secret little p***ion fothe api myself
<0> my apui ranger?
<7> Mal: You have nevr coded in d3d have ya bud?
<0> I haven't really written an app myself in d3d.
<1> I tried it with directX 4.0 or something. It was atrocious, abominable. I moved to Linux permanently shortly after
<7> oh hell - it's NOTHING like it used to be
<8> haha, directx 4.0 was abominable indeed
<7> D3D7 was when it got sane.. even 6 was reasonable
<1> The psychological traumatism will remain for life I'm afraid :)
<7> hahah


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