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lehthanis

Member Since 05 Nov 2010
Offline Last Active Sep 24 2014 01:33 PM

Posts I've Made

In Topic: Passing a 2d vector array as a pointer

13 December 2011 - 09:59 AM

That seemed to work. Is this what you meant:

// This is the call for the users pathing in the maze
solveMaze(glMaze)
// This is the call for the computers pathing in the maze
solveMaze(glMazeSolution)

// ...

// Here's the function and just the line that I'm getting the error
bool solveMaze(vector<vector<int> > & maze)
{
  if (((maze[CurrRow -1][CurrCol] & ALL_PATHS) == 0) && ((maze[CurrRow -1][CurrCol] & ALL_BACKS) == 0)) {
        // Do Stuff
  }
}

In Topic: C++ Option Dialog Boxes - low overhead method?

30 November 2011 - 12:02 PM

Well, I looked at the Visual Studio dialog box editor...it creates a .rc file. I dunno if that's like I said, and relying too much on the microsoft overhead. I guess what I meant earlier is that when I created my project I did it as an empty project, none of the precompiled headers and all the other things that come in a win32 project. I'm handling all of my opengl window code through a glwindow.cpp and a glxwindow.cpp for linux (from the Beginning OpenGL book samples). I'd like to keep it pretty simple and just call a dialog box without having to dive too deeply into the visual studio wizards. The less I have to do with a wizard the better.

In Topic: Possibly simple question - How to drop the sign of a float?

23 November 2011 - 09:38 AM

That was exactly what I was looking for, thank you!

In Topic: MaxScript Exporter problems - Vertex Normals/Smooth Groups

15 November 2010 - 01:12 AM

Thats my problem! X-Plane DOES support indexed triangles, but I have no idea how to organize/optimize the indices in MaxScript. I'm fairly new to MaxScript, and unfortunately my first need for MaxScript is a big one...so if anyone has any ideas, I'm all for it. As you can see from the above code, I just dump all my vertex records (faces*3, very inefficient) into an array. I then loop through the array and make my index records based on how many vt records I have. very bloated, very inefficient, and probably the source of my problem. I'd love for someone to take a look and maybe make an adjustment for me if anyone has any better ideas.

In Topic: MaxScript Exporter problems - Vertex Normals/Smooth Groups

07 November 2010 - 01:48 AM

Heres some sample output from the above code:

VT -5.688458 -0.184925 4.516189 0.394689 -1.995943 -0.241369 0.258005 0.660901
VT -4.491374 -0.011067 5.177628 0.162206 -0.986106 -0.035846 0.428328 0.554014
VT -4.492776 0.002333 4.922896 0.534238 -3.091060 -0.171475 0.395913 0.535761
VT -4.492776 0.002333 4.922896 0.534238 -3.091060 -0.171475 0.395913 0.535761
VT -5.688458 -0.170515 4.403035 0.230695 -1.153887 -0.146945 0.243681 0.652480
VT -5.688458 -0.184925 4.516189 0.394689 -1.995943 -0.241369 0.258005 0.660901
VT -4.491374 -0.011067 5.177628 0.162206 -0.986106 -0.035846 0.428328 0.554014
VT -3.898806 0.074594 5.507529 0.177333 -1.057912 -0.043833 0.512955 0.501291
VT -3.898806 0.088117 5.181144 0.325549 -1.941949 -0.085238 0.471524 0.477767
VT -3.898806 0.088117 5.181144 0.325549 -1.941949 -0.085238 0.471524 0.477767
VT -4.492776 0.002333 4.922896 0.534238 -3.091060 -0.171475 0.395913 0.535761
VT -4.491374 -0.011067 5.177628 0.162206 -0.986106 -0.035846 0.428328 0.554014

I think its required to be rounded to 6, yes...but it looks like they're way off...i think my biggest problem is understanding the way max handles normals and smoothing versus the way x-plane handles it....

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