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<0> Yah <0> How about a denny's grand slam <1> nearest dennys = next to taco bell there <0> Oh yeah, now I remember why that occurred to me <0> Fine fine, mcdonald's it is <1> ihop is there, too <1> hmmm <1> i could really go for some pancakes <0> Follow your stomach <0> Flirt with waitresses <1> damnit, stomach <0> Heh <1> yeah no waitresses at mcdonalds <0> Just mexicans <1> ihop it is <1> probably closed
<0> Thought they were open 24 hours <1> probably not around here <1> alright, i'm off <0> Later <2> test <1> ok -now- im off <0> Your test succeeded <0> We just wanted you to be disappointed <3> Hello, I have the following code: <3> typedef map<K, V> Database; <3> Database InternalDatabase; <3> Database::iterator iter = InternalDatabase.begin(); <3> and i am wondering why i cannot get an iterator to work. <3> all i get is: expected ";" before irer <3> er, iter <3> ideas? <4> what compiler? <3> gcc <3> I <3> I've been driving myself mad about this :) <4> you're obviously IN some templated thing, right? <4> most likely a cl*** <3> Yes -- it's cl***, templated as: template<cl*** K, cl*** V> <4> put the word typename at the front of the line that defines iter <3> ok one min <3> typename Database::iterator iter = InternalDatabase.begin(); ? <3> seems dd <3> er, odd <4> why? <3> omg it worked. <3> just use: typename Database::iterator iter; <3> otherwise it complains about static <3> Thank you! <3> It's odd -- My book doesn't have "typename" in front like that. <4> get rid of the book <3> Any recommendations? <4> what book is it, btw? <3> It <3> is published by "SAMS" <4> I recommend _against_ books with any of the following in the title: idiots, dummies, teach, beginning, yourself, learn, seconds, minutes, hours, days, weeks, weekend, tricks, master, guru, visually, super, bible; or that mention a specific product or compiler. <4> I recommend the books here: http://rudbek.com/books.html <3> yeah, they mention VC a lot... <3> oh ok , i'll drop by <3> thanks guys :) <4> in the TITLE?? <4> I don't care about the text <4> unless it's recommendint TurboC++ <4> some folks must have really expensive connections <0> Remember that african dude who pays by the kilobyte? <0> Sheesh <0> So... african... <4> any bets on whether or not the government is the one that decided on the "per kilobyte" charge <4> gotta get daughter tossed into bathtub, brb <4> back <0> Well <0> He was on a wireless modem, because africa by and large has no copper infrastructure <0> So such a charge wouldn't be entirely without reason <4> true <1> ihop was a terrible, terrible idea <1> i question it's existence, because I couldn't find it <1> and ended up at a rather crappy mcdonalds
<1> i blame JBlitzen, of course <0> Hahaha <0> Weren't you close to the taco bell <1> yeah, close <1> would have had to turn around <1> you had 'waitresses' in my head and all I got was a 15 year old asian that wasn't wearing deodorant :/ <1> consequently, every time I see an asian I think of peterhu <4> which is funny, because he isn't oriental <1> yeah I know, heh <0> Yeah, we've tried to talk him into deodorant but no luck yet <0> hu hu <1> ah well <1> canyons has nice waitresses <0> Nice waitresses have canyons <1> of course, the last time I went there, the waitress was asian, and not that attractive <5> <drums> <1> and it's a little pricey <0> Apparently the notion of finding an attractive woman in Redmond was overambitious <1> yeah <1> we'll shoot lower next time <0> Haha <1> like maybe just 'non asian' woman <0> huhu <1> huhuhu <6> It's like you're romanians. <6> Except you're not. <1> not at all <7> da, esti o vaca :DD <1> blablabla <8> hi. can I ask an opengl question here? <6> You can ask, but you might not get that great of an answer. <8> well it's not a complicated problem.. all i want to do is to translate a shape(say a glutSolidSphere) to rotate around another shape <8> normally, i would use an algorithm like this. object.x=distance*cos(angle)+centerObject.x and object.y=distance*sin(angle)+centerObject.y <8> but with openGl, i'm left clueless! <9> you should do this sequence : Translate (-X,-Y,-Z), roate, Translate(X,Y,Z) <9> where XYZ is the center of the other object <8> and how do i define an angle then? <9> you p*** it to glRotate <1> can't you use quats to do local rotations without translating to the origin? <1> quat = rotation about some arbitrary axis <1> (afaik) <8> i'm quite the newb in opengl. can you be a bit more specific to get me started? what will the parameters in rotate be? <8> (angle, X,Y,Z)? <1> has nothing to do with opengl <1> this is just 3d math <1> larry was never very good at math <9> LLaffer: http://www.mevis.de/opengl/glTranslate.html <8> true:/ <9> http://www.mevis.de/opengl/glRotate.html <9> you call, in a sequence glTranslate (-X,-Y,-Z); glRoate(Angle,0,0,1); glTranslate(X,Y,Y); <9> then you go ahead and draw your shapes <9> these three calls multiply 3 matrices required for rotation of Angle around Z axis, of the point (X,Y,Z) <9> if you want to rotate around a different axis, change 0,0,1 <9> correction: append 'd' or 'f' to the names of the functions <8> thanks you.. one last thing i don't understand.. where do you define the distance fro mthe center object? <9> think of it this way : it's impossible to rotate around an arbitrary point. <9> so in order to do it, you move the whole world so this point appears at (0,0,0), rotate, and then move back <8> ahhh! <9> technically, this distance is defined by two pairs of coordinates - the pivot (X,Y,Z), and the center of the body you'll be drawing after defining the transformation <1> if you have some point, (a,b,c), and some point (r,s,t) that you want to rotate it around, you translate (a,b,c) by (-r,-s,-t) to get (a',b',c'), rotate that point, then translate it by (r,s,t) <8> kinda getting it.. actually i've been reading again and again what translate does, and i guess i can use it successfully for basic stuff, but think i'm missing important stuff.. <1> ...rotate that point (around the origin),... <1> the translation just puts your point in the local space of the other object, so you can 'rotate around it', then translate it back into global space <9> LLaffer : translate just "movies" things around, keeping all the axises the same, and just changes the location of the (0,0,0) point <8> is there any good simple tutorials explaining how opengl works with matrices to do all kinds of transformations? this is where i'm having a problem grapsing things.. <9> this stuff is not specific to openg - basic transformations stuff <8> up until now, i've been working with one global 3d position system. and then say move object A to (40,50,60) (x,y,z) <9> http://chortle.ccsu.edu/VectorLessons/vectorIndex.html <9> try this one <8> oh ok.. well, i don't get exacly how that works.. and the whole thing about MODELVIEW and PROJECTION <8> ok i'm checking it.. <9> LLaffer : in opengl, you don't move objects. you move the world, and then draw objects in the moved world <9> ignore projection for now, first understand modelview transformations
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