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Comments:

<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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