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<0> how can i kill the chiled from fork() without killing the parent? exit(0) does that? <1> calling exit() in the child? <2> send it a signal? <0> i want to kill the chiled <0> how ? <2> that was quick. <2> wrong button? <2> fork() returns the child's pid, use it with kill(). <0> :) <0> tnx twkm <2> sure. <2> c-bot: tell [E]Razafk about kill <3> [E]Razafk, here you go: kill - #include <signal.h> int kill (pid_t pid, int signum) Signaling Another Process (POSIX.1) see - http://www.msunix.co.uk/manual/glibc-2.2.3/html_chapter/libc_24.html#SEC500 <4> whaou <4> crossposting <4> wonderful
<0> ok tnx twkm <0> i go to sleep bb <5> I'm trying to declare a function pointer in C++, but I keep getting this error: cannot convert from 'void *' to 'void (__cdecl *)(int). <5> here is the code: void (*getAddress)(int x) = (void *)0x4b8b60; <6> try #c++ <5> right. <5> sorry <6> ;) <7> thx <7> hello, i need some .h files, where can i get them plz <7> ok <7> hi <7> i need help <7> ? no one :( <2> what's the issue? <7> i wanna use socket, what library should i install <2> depends on the platform. <7> linux, im using LCC ide <2> generally no library is needed beyond libc. <7> thx <0> whats wrong here? kill(getpid(), 0); (this is a chiled proccess, and im tring to kill it) <2> hmm. <8> he apparently didn't bother to read the man page <8> it very clearly states what the 2nd argument = 0 does nothing <9> That, or he killed his IRC client's pid <8> int kill(pid_t pid, int sig); <8> If sig is 0, then no signal is sent, but error checking is still performed. <8> also, kill sends signals, it doesnt actually kill a process and the signal number for termination is 9 <2> getpid won't return a child's pid either. <2> terminating yourself is far more easily done with exit. <8> right <2> but he'll never know all this, since 2 minutes of patience is all he can muster. <8> getpid is for current process and getppid is for parent... why wouldnt getpid() return pid for child? <2> if called in the child it will. somehow i got the idea that he's trying to kill the child from the parent. <8> probably, oh well <8> in other news... im trying my first directx application, very simple 2d game... i get only 80 something fps in window mode 1024x768 <8> i thought this may have to do with the ~200 or so textured quads i had on the screen, but i commented the code out for 192 of them and it didnt affect the frame rate <8> now to figure out how to alphablend them <9> Turn off vsync <9> (it's in the present parameters) <8> ooo vsync may be it.. my refresh rate is 85 and i was getting 83 or 84 fps <2> heh. <8> is it possible to turn vsync off in window mode? or that can only be done in full screen? <8> actually i just went to my video card advanced junk and vsync is already off <8> although if vsync is always on in window mode then that may be the problem... however i did a test. i opened up counter-strike in window mode and it was getting 99 fps <9> In D3DPRESENT_PARAMETERS <9> PresentationInterval <9> D3DPRESENT_INTERVAL_IMMEDIATE <= <9> (default is ONE, which is the refresh rate) <9> (and it's not the same as the fullscreen refresh rate, which is another member) <9> Basically one specifies the Hz for fullscreen mode, and presentation interval is 1/1, 1/2, 1/4, immediate, or don't wait <8> this is the 3rd param for Present() right? <9> Ehm, dunno, it's a struct.. <9> Don't remember Present taking anything other than regions and a HWND <2> glxgears runs the same frame rate whether i enable or disable vblank sync on my nvidia. perhaps that's funny. <9> The driver parameter is just the default, it doesn't prevent the application from changing it <8> i see <8> I hadn't specified PresentationInterval in my code previously, so it was just left to 0 <9> Which is the default (vsync) <8> now im getting 2400 fps <9> Just a bit faster
<8> well i still have 192 of those textured quads disabled <2> heh. <2> nicer card than mine. (whimpy 5200fx) <9> Even a 5200fx can do plenty with 8 quads heh <8> now im only getting about 305 fps with all 200 of the textured quads <9> How do you draw them <2> glxgears only gets me 1200. <8> i have a decent card though... geforce 7800gt... i suspect my drawing routine ****s, i found it in a tutorial <8> ill paste the code, it will take a min to gather it though <9> Normally you'd create some index buffer, some vertex buffer, and have a single draw <8> http://rafb.net/p/1YoSgK46.html <8> the Blit() and Blit3D are from a tutorial on doing 2d with D3D9 <8> ive not modified them <9> Ah, no wonder it's slow heh <8> I read that locking a vertex buffer is expensive, but i dont know if there's an alternative... im not really going for top performance, but when i was only getting ~80fps earlier i was a bit worried <9> Sure there is, lock it only once <9> And use the vertex buffer for the 200 quads <9> + if your quads are connected they share plenty of vertices <8> the way the example works is lock(), set vertex coords, unlock(), settexture(), drawprimative() <8> the quads are connected, but i dont necessarily want all of them visible simultaneously <9> So instead you have lock(), set vertex coords for 200 quads, unlock(), KEEP THE VERTEX BUFFER, then use the index buffer to draw <8> it basically creates a grid of 16 wide and 12 tall blocks <8> actually nm they arent all connected <9> Doesn't matter if they are not all connected, you can still share plenty of vertices for the ones that are <9> Simple example, you have two quads next to each other <9> ----- <9> | | | <9> ----- <8> well actually none of them are connected.. <8> they all overlap eachother <9> Say you render clockwise, so |\|\| <9> (still doesn't matter) <8> each texture is 64x64 pixels, but i want to display 60x60 blocks <9> In the vertex buffer, you'll put all these vertices <9> Then in the index buffer <9> You put the index to the vertices you want <9> So [0,1,2,2,1,3] for the first quad, or something <9> Put all the indices to build your triangles <8> how do i go about specifying which quad gets which texture after i unlock? <9> You just change the active texture before drawing a quad <9> So, anyway <9> All the vertices in a ONE vertex buffer <9> (order doesn't really matter) <9> All the indices in ONE index buffer (sort the triangles so that the ones with the same texture are next to each other) <9> Then draw all the triangles (and multiple quads) at once, for each texture <9> (it's DrawIndexedPrimitive()) <8> ty ill try this after i get the main game logic done <8> i had initially done this game using wxWidgets which in turn used GDI and well... it was HORRIBLY slow <8> on my system I couldn't even get 30fps with cpu maxed <9> If you want performance, you need to control the low level stuff <8> although part of this may have been due to my alpha blending algorithm which probably wasn't optimal <8> I don't really need performance, but i want even ****ty computers to be able to get at least 40 fps <9> Hmm GDI+ has alpha blending built-in <8> I wasn't aware of that.. i did it pixel by pixel using lookup tables <8> actually i guess it was byte by byte... 24bit lookup table would have been huge <8> mine was only 64kb <8> hmmm i try turning alphablending on and now it appears as though it's ignoring the alpha values that were already in my texture <9> You need to change the texture stage blending <8> d3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); <9> What's the 2nd one? <9> And the operation? <8> d3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); <8> ? <9> So it's doing alpha arg1 * alpha arg2 <9> But then you don't specify arg2 <9> And by default it's temp <9> You want D3DTA_TEXTURE <8> for the OP? <8> hmmm same results when i use d3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); <8> whops <8> same results when I use D3DTA_TEXTURE for the ALPHAOP <9> alphaarg1's default is D3DTA_DIFFUSE already <9> You need to set D3DTSS_ALPHAARG2 to D3DTA_TEXTURE <9> A texture is not an op, ops are modulate, add, etc
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