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DemonDar

Member Since 08 Dec 2011
Offline Last Active Private

Topics I've Started

How to choose tags for an article

14 November 2015 - 07:18 AM

Is there any accessible list of already existing tags to choose from (to avoid duplicates based on few characters of difference).

How can I choose tags in an appropiate way?


Render to texture while retain depth buffer

09 November 2015 - 08:03 AM

Is it possible to render to a texture while continuing to rendering depth to default depth buffer? How?


Selling 1 WebSummit 2015 ticket, need advice

22 October 2015 - 07:49 AM

I have 1 extra ticket to sell, I want to sell it at least at half price (600 euros at least, I need that to pay hotel + flight).

The ticket is only for entering the websummit (hotel and travel are charged to you and are your responsibility).

Can you advice me if there's an online payment service I can use to receive that money without getting defrauded? (alternatively we could met by person, I live in Genova, Italy of course that is possible only if you live nearby XD)
 


Attribution problems on Github

15 September 2015 - 03:44 AM

I recently noticed a bad trending on Github projects, it is probably simpler explain with a example:

 

A person wich name is "XYZ"  creates a cool Github project and call it "AwesomeLibraryXYZ". That person has a Github account wich has its nickname (let be it "LazyFoo").

 

Now another user wich name is "Bababababa" register into github and choose as nickname "XYZ". He choose to fork AwesomeLibraryXYZ, and leave it untouched.

 

Then "Babababa" starts showing its portfolio where he mentions "contributed to XYZ project". While a Github user will know that project was created by person XYZ wich has "LazyFoo" as nickname (it is obvious for github users since every project will have "forked from" tag), someone extraneous to github will errouneously attribute to "Bababababa" the creation of AwesomeLibraryXYZ because the account naming is similiar to copyright notice.

 

However "Babababab" never explicitly told he created the project.

 

What should then do the original author for AwesomeLibrary XYZ?

 

(Also keep in mind there are mirroring services for github, like travis or biicode that just link to a repo, but not to the repo from wich it was forked and those services just allow to increase attribution confusion because they not mention original author link.).

I personally have been victim "once" of something similiar, where someone was twitting about my repo and he had a photo similiar to my avatar (I suddendly registered to twitter and started replying to all his tweets until people noticed I was the original author and the ripper stopped tweeting, note that he never told "I made that" He just linked the repo in tweets and people was thinking he was the real author, and I had hard life tweeting each of them until they understood I was the real author).

 

Right now I see the same trending all other github, there are "furbish" that hunt for inactive repositories, then they just fork/clone and start coding, they never mention in README "I decided to continue the work of XYZ because I liked too", they just leave copyright notice and let people attribute wrong author.

 

It is very possible some of them just don't want to be threated as the original authors, but I think some of them may "like" to be disguised as original authors and may just say "I did not that" only if directly asked to avoid legal issues but they are happy if people confuses them with original authors.

 

Is that legal? what someone can do to avoid that?


Status of GL extension libraries

02 August 2014 - 07:37 AM

Don't blame me for criticizing existing libraries, they are good, but they could be even better.

 

Here are my main complaints:

 

GLEW:

 

- Simply huge. 1 Mb only for the header: If I'm writing code against version 3.3, there's nothing that prevent me to accidentally call some deprecated function (if I'm lucky because when requesting core 3.3 those functions will simply crash). Or if I'm unlucky some supported extension for core 4.0 that will not work on 3.3 machines

- Code generation is not documented, Is theorically possible to generate code for just version 3.3, I tried and failed, the documentation simply says "those are the extensions to be included for generate the full headers and source files." u.u any attemp to change those will result in uncorrect files :/ (error in the code generator, or files that does not compile correctly)

 

 

glLoadGen:

 

-At the beginning I was very happy with that library: it generates headers and source files for the version of OpenGL you desire and it does that with your preferred style (inlined cpp functions or glew like, namespace "gl" or not etc.). However it seems that glLoadGen is no longer maintained: there are dozens of reported issues (and also good features requests!), pull and merge requests without answer from its maintainer (there are also unofficial forks with some fixed bugs for some 3d engines, nothing I really need because those are fixs for GL 2.1)

 

-glLoadGen does not use "dllImport/dllexport", so I can't compile it as DLL on Windows, but that's not a real issue. (its creator claim it to be a feature indeed)

 

- GLEW still allows to check if something is supported and skip its usage even on non 3.3 machines (for example Geometry shaders!)

 

 

 

 

However both libraries lack one thing that I think would be usefull: GLTypes. Assume you create a texture class, that class will have a TextureObject member so a GLEnum, so you need to include whole GLEW/GLG just for a unsigned int! (O_O). Would be nice somone creates a GLTypes header for that reason..

 

 

My dream right now:

- GLEW code for just OpenGL 3.3 reduced at bare minimum (does anyone know how to generate the few hundreds kylobytes files for that? I thinke would be nice to document how to create GLEW for most common OpenGL core versions.)

- Separated headers for GL Objects Types and common parameters (Actually looking at GLEW I see it also includes "windows.h" for certain types, the ideal GLTypes header should just have typedefed types, wihtout really including anything. (if a types really depend on system headers, than just strip that from GLTypes header and keep it in "glew.h".

 

 

A simple example:

 

glewTypes.h

#ifndef GLEW_GL_TYPES_HEADER // guards
#define GLEW_GL_TYPES_HEADER
#if PLATFORM
    typedef   GLenum  unsigned int;
   //bla bla

#else if PLATFORM2
//...
#endif

#endif // guard

new glew.h

#ifndef GLEW_GL_TYPES_HEADER //pre-guard
 #include <glewTypes.h>
#endif

//...
#include <windows.h> //if we are on windows

//...

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