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NDIR

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  1. If you remember the "good old days" of Microsoft Messenger, chances are that you remember a game called "Solitaire Showdown". The story is that ever since the messenger got dropped i missed this game; i used to play it a lot with my girlfriend and other people. So, some time ago, i decided to do something about it. I made a WebGL based "look a like, play a like" for my personal use, but then decided to put it up for others to play.   It's free to play (yes, there is a small donate button on the first page), no adds.   There are no special effects, lobby system... just the basic game (you create a game link and send it to the person you want to play with). There is also a single player option.   You can find it here: http://www.solitaire-duel.online/   And, finally, this is how the multi player mode looks like:     Thanks for checking! :)  
  2. For this exact problem (triangulating 3D polygons (with holes) on the random plane) i'm using the: gluTessBeginPolygon (and other gluTess* functions). It does the job beautifully.
  3. where do you normalize the normal?
  4. ...     componentMap currentComponentMap = gameObjects->at(i)->GetComponentMap(); ...     You should use references (&) and also using .find everywhere is probably bad for performance....
  5.   Not sure what you mean, but i tried multiple approaches. The one i wrote above, and this one too :   for(int m_prime = 0; i < N; i++) {      threads.push_back(std::thread(&Ocean::DoFFT, this, 1, m_prime * N));      if(threads.size() == 4)      {            //.. join all 4 threads before moving to the next batch.      } }   But like Hogman mentioned, i am spawning 64 threads even with this approach, i'll just create some kind of threadpool of 4 permanent threads instead.   Side question though, assuming i make this thing work properly with expected fps boost, would i get better performance with OpenMP (so code still executed on CPU), or should i jump directly to a OpenCL implementation ?   Thanks for your help !     Take 4 threads (from a pool, don't create new ones every frame / update) and split the work between those 4 threads.   So thread 1 executes (in the Ocean::DoFFT):   for (int m_prime = 0; m_prime < N/4; m_prime++) { fft->fft(h_tilde, h_tilde, 1, m_prime * N); fft->fft(h_tilde_slopex, h_tilde_slopex, 1, m_prime * N); fft->fft(h_tilde_slopez, h_tilde_slopez, 1, m_prime * N); fft->fft(h_tilde_dx, h_tilde_dx, 1, m_prime * N); fft->fft(h_tilde_dz, h_tilde_dz, 1, m_prime * N); }   Thread 2 executes:   for (int m_prime = N/4; m_prime < N/4+N/4; m_prime++) { fft->fft(h_tilde, h_tilde, 1, m_prime * N); fft->fft(h_tilde_slopex, h_tilde_slopex, 1, m_prime * N); fft->fft(h_tilde_slopez, h_tilde_slopez, 1, m_prime * N); fft->fft(h_tilde_dx, h_tilde_dx, 1, m_prime * N); fft->fft(h_tilde_dz, h_tilde_dz, 1, m_prime * N); }   and so on.
  6. Do you actually split the work between the threads or do you simply multiply the work with every thread?
  7. Forbidden You don't have permission to access /blog/ on this server.
  8. Do a simple ray-plane intersection test. Then in case of intersection, test if that point lies within your polygon.
  9. then you should do &ray or *ray
  10. You should return the color of the NEAREST hit voxel. (if that doesn't already happen )
  11. Some screens (or even a video) would be really nice. You'd probably get a better feedback.
  12. Ok, here's the story: I have a web application which uses LWJGL (opengl for java) to create images which i then stream to some remote client. This web-app runs on jetty web container. All is well if i run jetty as standalone application (using startup bat). Images get generated, everybody's happy. But then i decided it would be nice if i could run jetty as an automatic-startup windows service. So i installed the jetty-service and then run it, just to find out that now i can not generate images anymore. This is due to the fact that services fall into 'session 0' and they are not allowed to use display devices... So the question is; how can i generate images using OpenGL if i'm running this app under windows service?
  13. [i]don't call [/i] app.add(l); do this: [i] app.getContentPane[/i]().add(l,BorderLayout.CENTER);
  14. hehe, thanks, totally forgot the 'clear depth buffer' thingy
  15. Hey! So i have a 3D scene with some 3D objects scattered around. On the scene, there is a "special" object which i'd like to make "always visible". Meaning, even if some other object(s) partialy and fully obstruct(s) it and it normally wouldn't be visible, i'd like to draw it so it would be visible. I could turn off depth testing and draw the object last, but i need depth testing to draw this object properly. What other options do i have?