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Member Since 09 Jun 2008
Offline Last Active Mar 17 2015 05:03 PM

Topics I've Started

How to check application version with HTTP GET?

14 March 2015 - 05:13 PM



what is the simplest method to check if there is a new program version available?

I have my application, a server, and also a website. The application is c++.

How to send an http GET command, and how to serve it?


My idea was to simply have a text file on my website that contains a string (e.g. "version1.2.1"), and to retrieve it with GET. How to go about that, without having to add numerous includes and libraries to my application?




fork issue

02 March 2015 - 02:16 AM



I wish, under Linux, to launch an external application from my application. The launch should be not blocking for the main application, similar to what can be achieved under Windows with ShellExecute.


So, under Linux, I do:

printf("Parent about to start child process...\n");                     
    printf("Child started.\n");                      
    execl("executableName","executableName","argument1",(char*) 0);
    printf("Child ended.\n");                     
printf("Child process started, parent resuming..\n");                    

Above code works, but there are two issues:

1. Why does my child never return (i.e. "Child ended." is never printed, even if the launched executable ended)?

2. My main application, when ending, creates a seg fault.


Thanks for any insight!

Default light ambient, diffuse and specular values?

01 October 2014 - 05:43 AM



I am aware that the question is tricky: taking into account the common fileformats that allow to import meshes with color information (e.g. OBJ), what is the best light settings for my default lights in a scene, so that the imported object looks "as it was meant to look"? I am not talking about the light intensity, but rather the appropriate proportions between ambient, diffuse and specular components.


I currently use values similar to:


overall ambient light component (not bound to a light source): 0.2

ambient light component (bound to light source): 0.25

diffuse light component (bound to light source): 0.5

specular light component (bound to light source): 0.6


but the imported object shapes sometimes do not look contrasted enough. I understand that I have to increase the diffuse and/or specular components, but in which proportions?


Thanks for any hint.

glDrawElements without indices?

06 July 2014 - 10:00 AM



I am using VBO's together with glDrawElements to quickly render a bunch of triangles. In my case, since each triangle has exactly 3 vertices, 3 normals and 3 texture coordinates, I could get rid of the indices and avoid having another VBO taking memory on the GPU.

My indices are always starting at zero and continuous.


Is there a way to avoid having to upload those indices?


Another option would be to have one single index buffer on the GPU that serves all the geometries that I need to render, but that is still taking some memory on the GPU.


Finally, and linked to the VBO's: how do people usually handle situations where there is no more free memory on the GPU for VBOs:


- how to notice that?

- how to overcome that?



OBJ format and texture coordinates

13 May 2014 - 03:47 PM



I have been reading through various documentations of the OBJ (i.e. Wavefront) fileformat, and all mention for the vt tag:

vt u v [w]
Texture coordinates, in (u ,v [,w]) coordinates, these will vary between 0 and 1, w is optional and default to 0.

It says that u and v should have values between 0 and 1, which makes sense.


But many OBJ files contain entries like:

vt -13.7390 -7.9255 0.0000

How should I interpret those? Currently, I am simply doing a fmod so that I finally obtain values between 0 and 1. But that doesn't look correct. Applications like meshlab correctly interpret those values.