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Member Since 26 Oct 2011
Offline Last Active May 26 2016 03:26 PM

#5281354 C++ Self-Evaluation Metrics

Posted by Joshhua5 on 15 March 2016 - 10:36 AM


Everybody answers with 8.


I really want to up vote this, but there's something beautiful about having 8 up votes.

#5276029 Vulkan is Next-Gen OpenGL

Posted by Joshhua5 on 16 February 2016 - 04:34 PM

Nividia gave us a nice C++ Wrapper https://github.com/nvpro-pipeline/vkcpp/blob/master/vulkan/vk_cpp.h

#5270943 Criticism of C++

Posted by Joshhua5 on 13 January 2016 - 03:57 PM

  • No modules

Someone hasn't seen the C++17 draft :P

#5262541 Works on AMD GPU in Windows, doesn't work on Intel GPU in Mac OS X

Posted by Joshhua5 on 18 November 2015 - 01:31 AM

I had a problem with this, I found that the OSX windows didn't have a depth buffer.


You should pass the flag GLUT_DEPTH to glutInitDisplayMode 


Never mind, seems like someone said it before I did.

#5262226 Works on AMD GPU in Windows, doesn't work on Intel GPU in Mac OS X

Posted by Joshhua5 on 16 November 2015 - 04:25 AM

Have you use OpenGL Profiler to debug your program on OSX?


You should be able to get a trace of OpenGL calls and context details.

#5237664 OSX not capturing keyboard input

Posted by Joshhua5 on 30 June 2015 - 05:30 AM

Hate to revive a old post, but I found the solution now that I've come back to the problem.

Firstly I had to get the window to focus correctly, so I found some code which made the window a foreground application.

[application activateIgnoringOtherApps:YES];
// Set as a forground application
ProcessSerialNumber psn = {0, kCurrentProcess};
TransformProcessType(&psn, kProcessTransformToForegroundApplication);

[application finishLaunching];

but after getting the input to not just pass through to any application in the background, I still couldn't get the events from the window with my nextEventMatchingMask, until it occurred to me that I'm not calling that function from the main thread. So now that it's being called from the main thread the window behaves like expected.


#5235693 Vulkan is Next-Gen OpenGL

Posted by Joshhua5 on 19 June 2015 - 08:54 AM

Can't wait, http://developer.amd.com/community/events/amd-at-gdc-europe-2015/

#5233105 glGenBuffers is null in GLEW?

Posted by Joshhua5 on 06 June 2015 - 03:48 AM

How do you connect to this computer?

I had this issue once and it came from using Remote Desktop and I found I could only get upto OpenGL 1, even when higher is supported.

#5233091 Vulkan is Next-Gen OpenGL

Posted by Joshhua5 on 06 June 2015 - 01:37 AM

Mantle been cancelled (Given to Kronous and it's being turned into Vulkan) and they have no plans to release the header files, although the DLL's are available and come with the AMD drivers, some people have deconstructed the header from the pdf. https://github.com/Overv/MantleHelloTriangle

#5224264 Vulkan is Next-Gen OpenGL

Posted by Joshhua5 on 18 April 2015 - 10:10 PM


An overview of GLAVE from LunarG

#5218692 Vulkan is Next-Gen OpenGL

Posted by Joshhua5 on 23 March 2015 - 11:53 PM

This should give a great view into the way Vulkan will work. http://www.amd.com/Documents/Mantle-Programming-Guide-and-API-Reference.pdf

#5215096 Vulkan is Next-Gen OpenGL

Posted by Joshhua5 on 07 March 2015 - 01:42 AM

I guess the next question is, when will gamedev.net change the name from "OpenGL" to "OpenGL and Vulkan"

#5214340 Vulkan is Next-Gen OpenGL

Posted by Joshhua5 on 03 March 2015 - 07:40 PM

I really hope this lives upto it's expectation. I'd love to adopt this asap, also all this OGL history is rather facinating to read.

#5209345 Bus Bandwidth

Posted by Joshhua5 on 07 February 2015 - 07:47 PM

Upload an executable and I'll run it on a 290, A6-5200 and a A4-1250

#5158880 keep all objects in szene in on array

Posted by Joshhua5 on 07 June 2014 - 04:34 AM

With polymorphism you can have it set up like that, you have to hold the pointer to the objects. if you need to use functionality which is present higher in the inheritance of the true object then you have to use a dynamic_cast



the program returns 10



as an extension of this you can store the pointers in a vector instead.


You can learn more here