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Aardvajk

Member Since 02 Mar 2006
Offline Last Active Yesterday, 11:51 AM

Topics I've Started

Preprocessor query

14 September 2014 - 03:50 AM

Anyone got any idea what I am doing wrong here? This is GCC.

#define test(a, b) int a ## b

void f()
{
    test(name, __LINE__);
}
This is creating a variable called "name__LINE__" rather than "name124" or whatever.

I'm trying ultimately to do something like:

#define lock_flag(a) flag_lock_object _temp##__COUNTER__(a)
But I can't seem to get the basics of expanding a macro within a macro working? All web research I've done suggests I'm doing it correctly so driving me a little nuts.

Thanks.

Ampersands in code tags

11 August 2014 - 05:36 AM

Sorry if this is a dumb question but I'm trying to upload an article and can't figure out how to use & characters inside code blocks? They are getting translated to & in the preview.

I tried using & in the article text which gets translated to &amp smile.png What sort of voodoo do I need to do to my ampersands in the source?

Thanks in advance.

Journals in mobile

06 April 2014 - 10:18 AM

Attached File  image.jpg   61.08KB   8 downloads

Any idea why journals are unusable on mobile (iOS here)? The other areas of the site load like this then spring into a proper width but the journals stay like this.

Cheers.

Matrix palettes in vertex shader

07 May 2013 - 01:42 PM

I'm writing a 3D modeller at the moment so am trying to find a way to support as many joints as possible in a model since I can't just restrict to a domain-specific sensible number like you could in a game.

 

This is DirectX 9.0 by the way, should probably stress that.

 

The only way I've ever known how to get this data into a shader is an array of matrices as a global in the shader that is written to prior to the render. However, seems (obviously) there is a fairly strict limit on how much you can allocate for global data in a shader and I also don't know if this will vary from hardware to hardware so hard to know what I can rely upon here. On my laptop I can't get more than about 40 matrices in an array before it bombs out.

 

Just wondering what other approaches people are aware of to get this matrix data into the shader. I know I can reduce things by just inputting a quaternion and a translation vector, but that is still going to take half as many (registers?) as a matrix so will still have a hard limit.

 

I'm toying with the idea of using a floating point texture to store a list of pairs of quaternion and translation vectors, using 8 texels per joint, but just wanted to see if there were more obvious solutions I'm missing? I'd rather avoid software processing of the model for animation since I can't predict the model size/complexity so need it as performant as possible.

 

Thanks in advance.


Journal votes not working properly

28 December 2012 - 01:35 AM

Very minor detail but just wanted to report, if someone votes up my journal, it appears as a blank item in the list when I click my rating and the funky green box that appears to inform me of an up-rate is also blank.

It's not a problem, just wanted to let you guys know. Apart from this, the whole system is working a treat and the My Content is light years ahead of what we used to have on the old site, so thanks to everyone.

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