Jump to content

  • Log In with Google      Sign In   
  • Create Account


Samurai Jack

Member Since 29 Jan 2004
Online Last Active Today, 01:52 AM

Posts I've Made

In Topic: How to add a Console and Output to an existing New Empty Project

08 September 2014 - 11:43 PM

Here you go:

 

http://justcheckingonall.wordpress.com/2008/08/29/console-window-win32-app/

 

You might also like:

http://msdn.microsoft.com/en-us/library/windows/desktop/ms682073(v=vs.85).aspx

http://stackoverflow.com/questions/5068392/create-window-console-inside-main-win32-window

http://www.cplusplus.com/forum/windows/58206/


In Topic: QT vs. wxWidgets for OpenGL

12 August 2014 - 01:03 AM

I had the same issues, so here are my thoughts:

 

- With QT there is one additional step, because QT uses an inhouse "mid" compiler. So whenever you use QT only libs, headers and sources won't cut it.

  Before building the solution you have to use the QT compiler to build the GUI stuff. This can be very frustrating. So it won't be only code & play. You

  will have to update your tool chain too.

 

- vxWidgets has one major design flaw: it supports no delegates. Which means: for every GUI object you create, you have to define a new class. Not an instance. A new class.

  So if you have 3 buttons, you have to define 3 classes to handle their messages (class button1 : wxObject, class button 2 : wxObject etc...)

 

Maybe you could go with "crazy eddie's"  GUI which runs inside OpenGL ?

 

http://cegui.org.uk/

 

Or maybe you go the .net way?


In Topic: why GDI is faster then ID3DXLine when drawing lines

10 April 2014 - 01:53 AM

The directx line is very dependant on states (depth buffer, alpha, texturing, lighting, culling, etc..).

Did you properly disable all the states before you started using the line interface?


In Topic: How To Apply Skinning

08 April 2014 - 11:52 PM

To perform skinning you have to do the following steps:

1.) Construct hierarchy (BIND POSE)

2.) Compute local matrices for each joint (BIND POSE)

3.) Compute world matrices for each joint (BIND POSE)

4.) Compute inverse world matrices for each joint (BIND POSE)

5.) Transform all vertices and normals via inverse world matrices

 

6.) Compute animation local matrices

7.) Compute animation world matrices

8.) Transform all inverse vertices and normals (from point 5.) over animation world matrices (point 7)


In Topic: directxmath osx/linux?

08 April 2014 - 11:49 PM

Go with GLM!

http://glm.g-truc.net/0.9.5/index.html


PARTNERS