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Member Since 14 Jun 2011
Offline Last Active Dec 19 2013 04:38 PM

Posts I've Made

In Topic: Software Renderer Coordinate Issue

22 October 2012 - 01:52 PM

How are you projecting the points? Where on the 2D view-plane do you expect the point to be projected if you do the math by hand?

In Topic: How do I use classes with SDL variables

25 August 2011 - 10:40 AM

How do I fix that? I've also tried putting & and * before Rectangle, and I tried SDL_Rect Rectangle:: etc.

Your return types don't match. In the declaration you use SDL_Rect* as a return type, in the definition you're using the struct keyword as a return type(which doesn't make sense, any way you hack it)

SDL_Rect* Rectangle::make_rect(int x, int y, int w, int h) {


In Topic: Lua on a Mac

18 July 2011 - 09:23 PM

Hi all,

How can I get Lua code to compile on a Mac? I've been using Scite on Windows, but a Mac version doesn't seem to be available. Can MonoDevelop be used? And if yes how do I set it up to recognize Lua.

Thanks in advance.

Lua code compiles to run in a virtual machine. Just use the command line tools to compile it.


In Topic: Best openGL resource

15 July 2011 - 12:30 PM


I guess it may be a misunderstanding. That is, perhaps the reviewers mean that the authors spend 7 chapters DEVELOPING the GLToolKit (the ins and outs) instead of going straight to GLSL. But that would mean the tool kit has shaders in it, which leads me to think they are indeed just black boxing the whole thing. I was hoping someone here had read it and could shed some light on it.

The two ebooks linked, I think, would do a good job of filling in the holes the SB5 would inevitably leave. So, I think it would still be a safe investment, I'm just boggled as to how a thousand page book would feel the need to approach the material that way.

In Topic: Best openGL resource

15 July 2011 - 11:39 AM

I've read often that the SuperBible 5 is really biased toward the author's GLToolKit or whatever its called. I understand what they were going for in order to introduce graphics programming, but its an OpenGL book, I don't really see the logic in wrapping OpenGL. Unless of course the ToolKit is built and explained during the book's progression.

I think, if what I've read of the SB5 is true, that, maybe a better route (besides the two ebooks posted earlier which are very good,) is something like the Orange Book(OpenGL Shading Language) and OpenGL ES 2.0 Programming Guide.