Ne_cro

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About Ne_cro

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  1. Job interview at LG

    [quote name='way2lazy2care' timestamp='1307211211' post='4819485'] [quote name='Ne_cro' timestamp='1307192976' post='4819405'] I have a job interview in LG coming up in a couple of days, the job has nothing to do with game programming but im posting this here since this is the only forum i visit that is related to IT. Anyways, the job description is junior c++ programmer in the R&D center. They told me that the interview will consist of a 90 minute test with questions from telecommunication and some mathematics and physics. I asked if there will be any questions related to programming and they said no (perhaps its the next interview stage?). I really don't know how to prepare for this. Did anyone experience something similar? if so, what kind of questions did you get? Thanks in advance [/quote] If you did a screening test that's probably all they need to know about pure programming ability. You can learn a language quickly, it's all the stuff that they are going to test you on that takes a while to learn. Good luck. [/quote] I already had a screening phone interview, but there were no programming questions. I dont have a problem if they are going to test my programming skills(which they said they won't test), what I am worried about are the telecommunication related questions. edit: why did i get a negative vote?
  2. Job interview at LG

    I have a job interview in LG coming up in a couple of days, the job has nothing to do with game programming but im posting this here since this is the only forum i visit that is related to IT. Anyways, the job description is junior c++ programmer in the R&D center. They told me that the interview will consist of a 90 minute test with questions from telecommunication and some mathematics and physics. I asked if there will be any questions related to programming and they said no (perhaps its the next interview stage?). I really don't know how to prepare for this. Did anyone experience something similar? if so, what kind of questions did you get? Thanks in advance
  3. Open Gl 3d help

    The vertices of your faces should be ordered in clockwise direction.
  4. point lights

    GI would make the dark spots brighter
  5. point lights

    I think this depends on the light's attenuation values. Overall yes thats how a point light is supposed to behave if u don't have global illumination
  6. FBO blit framebuffer

    Thanks karwosts :D it works now. All I had to do was clear the buffer after binding it. I overlooked the fact that glClear effects the currently bound buffer. I always try finding complicated solutions to a simple problem :( that's why I was looking in the wrong place. Thanks again :)
  7. FBO blit framebuffer

    Ok it seems that the problem is not in blitting the fbo. It looks like a much simpler problem. Maybe im missing something here, but whenever i attach any depthbuffer to any of the fbos that im reading from or drawing to, the colorbuffer/texture is completely black.
  8. FBO blit framebuffer

    I tried to use an opengl debugger to check the frambuffer and the size of the renderbuffer appears to be 0x0. This is really confusing me. It seems like nothing is being drawn to the renderbuffers at all. could it be that my graphics card support fbos but not renderbuffers?
  9. SDL error

    This error does not indicate anything wrong with your code, it has to do with the way you compile your code. Check MSDN for a fix.
  10. SDL error

    Quote:Original post by loveisgod visual studio c++ 2010 it tells like rep movsd ;N - move all of our dwords when i choose breakpoint for each function and build it Im not sure what you mean as I have not used VS2010. Did you try to place break points by pressing f9? you simply click on the lines of code that u think are causing the problem and press f9. Compile and run, and you should be able to jump through the lines of code by pressing f10. eventually u will get to the line that is causing the access violation.
  11. SDL error

    What IDE do you use to program?
  12. SDL error

    Thats a lot of code to look at, try to put break points in your code to determine where the error appears. It also helps to post the memory address your application is trying to access Edit: I just noticed that you do have the access violation error posted in that link. I cant seem to tell however what the problem is. You should still try to place some break points.
  13. I'm having a problem with Renderbuffers. I have been messing around with this piece of code for a while and I couldn't get it to work the way I want. Here is how i initialize my color buffer, depth buffer and bind them to a FBO: //Depth renderbuffer glGenRenderbuffersEXT(1, &depthbuf); gbuf.DepthBufferID = depthbuf; glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthbuf); glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, 4, GL_DEPTH_COMPONENT, >ResolutionX,ResolutionY); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); //Color renderbuffer glGenRenderbuffersEXT(1, &colorbuf); gbuf.ColorBufferID = colorbuf; glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, colorbuf); glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, 4, GL_RGBA8, ResolutionX, ResolutionY); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); //FBO glGenFramebuffersEXT(1, &framebuf); gbuf.FramebufferID = framebuf; glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuf); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, colorbuf); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthbuf); Here is how I render to the FBO and then blit the FBO to the normal frame buffer: //Render to FBO glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushAttrib(GL_VIEWPORT_BIT | GL_ENABLE_BIT); glViewport(0, 0, ResolutionX, ResolutionY); glBindTexture(GL_TEXTURE_2D, 0); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Gbuffers[0].FramebufferID); for(int i=0; i<this->Renderables.size(); i++) { this->Renderables[i].Render(); } glPopAttrib(); //Blit FBO to normal frame buffer glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, Gbuffers[0].FramebufferID); glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0); glBlitFramebufferEXT(0, 0, ResolutionX, ResolutionY, 0, 0, ResolutionX, ResolutionY, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0); Now it is my understanding that this is enough and I should get something onscreen. However, thats not the case. I tried binding a texture instead of the color buffer and render it to a fullscreen quad with no success. I could however get something on the screen when i did not attach the depth component to the framebuffer (i.e. the framebuffer had a color texture only) but this is not what I'm looking for as there is no depth testing and no multisampling. What am I doing wrong? I'm sure it is something simple that I don't see.
  14. c++ calculate acceleration from slope

    Quote:Original post by iammfa This is the original excercise: http://www.eit.ihk-edu.dk/subjects/cpp/sleigh.html Read the first sentence from the link you gave us and you will see whats wrong with your code.