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Member Since 26 May 2001
Offline Last Active Apr 04 2011 11:43 AM

#4769619 C# vs C++

Posted by on 04 February 2011 - 11:49 AM

Why C#? Because the following statement is false:

C++ is much stronger than C# due to the fact that it is a lower level language.

#4761294 So, is this a violation of First Amendment rights?

Posted by on 19 January 2011 - 10:24 AM

Preventing him from saying such things would be a violation of his First Amendment rights.

It doesn't seem like a smart thing to say, though. He's already been elected, so I don't see what he's got to gain by it, and it's definitely going to antagonize some people, like Alpha_ProgDes.

#4757044 What Does Everyone Think About The New Site Layout?

Posted by on 10 January 2011 - 09:55 PM

A (super-basic, really kinda ugly) dark theme is now available, and will be further developed. It'll get complex and pretty more quickly if anyone's willing to help me out with it.

#4757041 Gdnet Black (Alpha)

Posted by on 10 January 2011 - 09:44 PM

If you look at the bottom of the page, you'll see that there is now a little drop-down box that lets you change your skin (if you're logged in).

I've put together the very beginnings of a dark-based theme, for those of you who HATE THE LIGHT, SSSSSSSSS. It's more of a proto-skin at the moment, but it should allow you to read threads in a lot more comfort. I'll work through the other major pages and fix them as well in time, but I figured that some of you might like to start using it now. Be aware that it is under construction, so don't be surprised if you're browsing the site, and suddenly: POW, RIGHT IN THE KISSER. Er, I mean, the stylesheet.

So yeah. Enjoy. Let me know if you've got better palette suggestions, I'm not an artist and have really just picked shades at random most of the time.

One thing that would help me would be if anyone else is happy to contribute CSS rules to the skin. That way I can just copy and paste them in, and it'll all be done a lot faster.

(edit by Gaiiden)
Please everyone if you notice issues with the black theme, do not use the Feedback tab, but report them here so everyone can see them, offer corrections and superpig can also have all issues in one place for making edits to the theme.

#3947563 DirectX app topping out at 60fps

Posted by on 24 April 2007 - 03:54 PM

Original post by trick
Does this mean, then, that if you set the parameter to default or one, that when you call the directx render functions it will actually pause the entire program for an amount of time based on current refresh-rate?
The only time Direct3D will block your program - ignoring things like Lock() calls - is when the CPU is getting too far ahead of the GPU. When that happens, Present() will block while the GPU catches up.

What's happening is this: pretty much every D3D call you make goes into a queue for the GPU to execute later. That includes calls to Present().

When your present interval is IMMEDIATE, then the GPU will perform the present as soon as it hits it. The buffers swap, you might get some tearing, but the GPU never stops burning through the queue.

When your present interval is ONE (or DEFAULT, which is the same as ONE) then the GPU can only perform the present during the vertical retrace. So, if it gets to the present while the monitor is still in the middle of things, it has to sit and twiddle its thumbs while it waits for the monitor to get to the end. While it's waiting for the monitor, the CPU is still queueing up new work... eventually the monitor gets to the end and the GPU performs the present - and because it happens during the vertical retrace, there's no tearing - but the queue's filled up something rotten while you were waiting for it.

#3946917 DirectX app topping out at 60fps

Posted by on 24 April 2007 - 02:03 AM

Your game is most likely locked to the refresh rate. When you set up your PRESENT_PARAMETERS structure, you've currently got the PresentInterval set to DEFAULT or ONE - set it to IMMEDIATE instead to achieve the maximum possible frame rate.

#3565901 Smooth Line without D3DXLine

Posted by on 18 April 2006 - 12:11 AM

For future reference, one of the most effective ways of doing 'smooth' lines using poly strips is to simply use a texture that's opaque in the middle and transparent at the edges.

#2946160 Possible loss of data?

Posted by on 08 March 2005 - 11:56 AM

I would guess that if you track down the definition of the type time_t, it's defined as a long (or unsigned long). On some systems, longs are larger types than ints, so when you try moving a value from one type to the other, part of it has to be thrown away.

In this particular case, it doesn't matter - all you want is some unpredicatable value to start the random number generator with. If you want to silence the warning:

srand((unsigned int)time(0));