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Member Since 03 May 2007
Offline Last Active Jun 25 2013 11:55 AM

Posts I've Made

In Topic: What a good college must have?

27 February 2012 - 04:20 PM

What you learn in college is largely up to you.

What resources the college has isn't. You have to learn on your own regardless, but there's no need to make your life harder by paying for help that is bad, or isn't well suited to what you want to learn.

yeaah thats what I think too.

Don't get me wrong, there are some good schools out there but unless you're thinking MIT or Stanford or some other distinguished school, most state universities are going to be more or less the same. Realistically, the "help" that you will be paying all that $$$ for will be to have some Asian or Indian TA (who knows little English), who is most likely working on finishing their PhD thesis, so they have no time to look at, much less time to debug your code, nor explain why all your homework was wrong. Your professor will also ignore you for the most part because they are too busy trying to publish their papers and make tenure. You'll quickly discover that the students who get As in these classes are the ones that learned this material before they even got there (that's how I did it).

At a low cost state university, you may not have access to a state of the art AI lab nor access to some advanced coursework, but you'll get your homework done fast and so all your free time can be spent doing the things that really matter to you: whether it's spending time with your significant other, or learning more languages, APIs, math, or watching OCW videos, or programming to the wee hours, or reading all the nice books you cleaned out from the library because the other students are too busy partying to even care about their education. Posted Image

I'm not trying to sound negative--this picture of college is typical for a lot of folks and not too long ago there was some pretty long discussions about this over at the lounge. Best of luck.

In Topic: *.stl to triangular data structure, *.ply or *.obj - *.stl issue...

27 February 2012 - 01:39 PM

I don't have any issue to read *stl or write *stl ... I can even render the 3D stl model.


How can i extract face information from stl ?

So you can read, write, and render an stl model, but can't extract the faces. That makes no sense. I don't know exactly what you want, but MeshlLab seems to do .stl conversions:


and Wikipedia describes .stl:


In Topic: What a good college must have?

27 February 2012 - 01:17 PM

Oh, I see.. but do you think any degree in Computer Science would be good? Because I'm going to usa with a company, and they're choosing the college for me, but I'm afraid that they choose a bad college, so I was thinking in sending them a list of some courses that the college should have.
So far I got this:

Assembly level programming
Computer Architecture
Software Engineering
Computer Graphics
Data Structure
Communication Networks
Al and Expert Systems
Human Factors
Web development
Software development

I don't know if they're all really required.. But what do you think about this list?

Why are you so concerned what people think of your college? The things that you are able to do are far more important than the classes you're going to take. You may take far more courses than someone else but that means little if you didn't learn to program or if you can't write or if you can't read technical documents.

So what that you didn't take an AI or a graphics course? Maybe the college doesn't have these. You may still end up better than someone else who did take those courses. Someone passionate about AI or graphics isn't going to wait around until they take a class in it or until they find a better school.

What you learn in college is largely up to you. Want to learn math? Algorithms? AI? Graphics? Pick-up a book and start reading. Yeah, it's very nice to have someone else explain everything to you, but in a fast paced industry like software/games those who can't learn on their own are not going to make it.

In Topic: OpenGL 3.2+ and GLSL texturing

22 February 2012 - 05:53 PM

I tried replaceing the filtering on the RAW texture loader to use mipmaps and used gluBuild2DMipmaps(); but as soon as I ran it resulted in the same black cube. So my old texture loader that also used mipmaps was wrong due to this. I've looked around a bit about GLSL mipmaping and found the command texture2dLod(); So I'm going to persue that route at some point.

Yeah, if you use deprecated code with a core profile you sometimes get weird stuff like black textures Posted Image. I don't much about that GLSL command, but another way of generating mipmaps is by calling glGenerateMipmap () right after you load the texture:

// use trilinear filtering
glBindTexture(GL_TEXTURE_2D, textureId);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA, w, h, 0, GL_RGBA,GL_UNSIGNED_BYTE,pixels);

// generate mipmaps

In Topic: OpenGL 3.2+ and GLSL texturing

22 February 2012 - 03:17 PM

What is the purpose of the .st at the end of a vec2 varialbe?
Anyways I hate the RAW format so I guess it's time to write my own Targa loader.

I guess .st is redundant since we have a vec2. For loading Targas and a slew of other formats, you could use FreeImage or DevIL. SOIL is another one but it doesn't seem to work with a core profile.