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samster581

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About samster581

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  1. samster581

    Page format problem IE8

    Well, this must be some kind of monthly re-occurence, because the formatting is broken again for MSIE 8.0 users. Whoever is fiddling with it, must not be a MSIE user. :(
  2. Quote:Original post by benryves Press F12 and ensure that the dropdown that is marked "Browser Mode" is set to "IE 8". Thanks, that worked. But, the change is only temporary. As soon as I open a new webpage, it goes back to "IE8 Compat View". Arrrgh. Here's a permanent fix: Windows Registry Editor Version 5.00 [HKEY_CURRENT_USER\Software\Microsoft\Internet Explorer\Main\FeatureControl\FEATURE_BROWSER_EMULATION] "iexplore.exe"=dword:000022b8 Or put it under HKEY_LOCAL_MACHINE to affect all user accounts: [HKEY_LOCAL_MACHINE\Software\Microsoft\Internet Explorer\Main\FeatureControl\FEATURE_BROWSER_EMULATION] "iexplore.exe"=dword:000022b8
  3. "Who's online" has my browser listed as IE7, which is incorrect. And I don't use that MSIE compatibility view thing for any website. And it doesn't matter if I'm logged in or not, text is still messed up. I went to another website that prints out browser strings, and it says MSIE 7.0 too. Maybe the problem is my user agent string in the windows registry? I will see if I can change it. Well, I don't know what's going on. I check all these places for "MSIE 7.0", and nothing is listed: [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Internet Settings\5.0\User Agent] [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows\CurrentVersion\Internet Settings\5.0\User Agent] [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Internet Explorer\Version Vector] [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Internet Explorer\Version Vector] My browser string says: "Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 5.1; Trident/4.0)" [Edited by - samster581 on December 24, 2010 5:20:34 PM]
  4. I have MSIE 8.0 and the problem is still not fixed. http://img809.imageshack.us/img809/5196/errorex.png
  5. samster581

    Angles to Quaternion

    Does your book have a matrix to quaternion function? I would use that instead. If you put the angles in a matrix, you can extract them in any order you want.
  6. Gamedev, the forum text is still broken for MSIE users. Please fix them, it's giving me a headache!
  7. Quote: Samster, I can't reproduce your problem. Using your input data set (removed the last duplicate entry, but the triangulation is correct even if it is left in) I get the following triangles: 11 9 0 1 0 9 8 1 9 5 1 8 7 5 8 4 1 5 3 1 4 2 1 3 5 7 6 9 11 10 There are no t-junctions. I have tested this on the old standard SGI implementation. So either your implementation of the GLU tesselator is broken, or you are using it incorrectly. There are no degenerate triangles in your list. Why would you get a different listing, if you used the same data as mine? I set GLU_TESS_EDGE_FLAG too, so I only get triangle list back. My tesselator is using default values. Tolerance property is set to zero, winding property is set to GLU_TESS_WINDING_ODD, boundary property is set to GL_FALSE. I don't see what else can be different. [Edited by - samster581 on October 20, 2010 11:00:33 PM]
  8. Quote: Why ? They don't do any harm. They're only semi-degenerated anyway. They're just zero area, but they have three individual indices. As such, they're actual valid triangles. A real degenerated triangle has two or three identical vertices, and becomes a line or a point (eg. something like 9,0,0 or 9,9,9). These triangles can be safely removed (usually). Because they are 'visually' bad. An artist working on a model won't know that it's valid geometry by just looking at it. And I remove all degenerate triangles, whether they are good or bad.
  9. I removed the duplicate vertex point, but I still get the same list with degenerate triangles. The only difference was the Combine callback function is not called anymore. Well, GLU tesselator may create degenerate triangles, but that is still bad for my purposes if I can't remove them.
  10. Here's the order of triangles produced for me: 1,4,0 4,1,2 4,2,3 6,8,5 8,6,7 0,9,11 9,0,4 -> bad blocking edge 9,4,5 -> degen 9,5,8 -> degen 11,9,10 I should have only 8 triangles, but I get two more (degenerate ones). And I just noticed that my Combine callback function is called exactly once in the very beginning: CombineCB: -128.000000, -23.000000, 0.000000 Am I getting these errors because I included a duplicate vertex point at the end of the list? I thought I needed to duplicate it to close the poly loop. And yes, I have a cleanup function that removes degenerate triangles, so I end up with T-junctions.
  11. I'm using the glu.h header and libs that came with my VS2008 compiler or Windows Platform SDK. And my input data comes from the path created from GDI's TextOut (see tutorial link above). And I just checked it, there are no weird loops in the path. // letter E, 13 points // starting point duplicated at end -128, -23, 0 -128, 23, 0 -94, 23, 0 -94, 15, 0 -119, 15, 0 -119, 5, 0 -96, 5, 0 -96, -3, 0 -119, -3, 0 -119, -15, 0 -93, -15, 0 -93, -23, 0 -128, -23, 0 src
  12. Quote:Original post by Yann L Quote:Original post by samster581 GLU tesselator creates T-junctions, which is why you should never use it for serious triangulation jobs. That's a sign of an incorrect combine callback function. If tesselating non-intersecting polygons, t-junctions cannot happen, since the tesselator will not generate new vertices. What may happen is that it might merge nearby vertices in epsilon range. In that case, it's the job of your combine function to make sure no t-junctions are created (by simply snapping onto one of the endpoints, instead of interpolating a new vertex). Note that the algorithm may generate degenerated (zero-area) triangles, but these are trivially removed. Self-intersecting polygons, which are evil anyway, may generate t-junctions. But any tesselator that operates on a per-polygon granularity will have that problem. Well, I certainly would like to see a working example of a GLU tesselator that doesn't create T-junctions. I use code from this example to tesselate 3D text: http://realmike.org/blog/articles/triangulating-and-extruding-arbitrary-polygons/ GLU tesselator does create T-junctions when you send it non-intersecting polygons. These polygons are concave, but non-intersecting. And they are simple polygons, no holes. And I think the Combine callback function was only designed to record new vertices being inserted, not modify their position, so it's not entirely the user's fault for using it as so. Here's some examples of GLU tesselator. The green edge is where vertices don't connect. src And, some of these T-junctions happen at the original vertices, so the Combine callback function may not even be called. [Edited by - samster581 on October 19, 2010 6:10:35 PM]
  13. Quote:Original post by mokaschitta I can recommend GLU tesselator which is very robust, has alot of features and performs really great. It's also really easy to use compared to others! GLU tesselator creates T-junctions, which is why you should never use it for serious triangulation jobs.
  14. What would you do if you hosted a server where gamers connected, suddenly had 100,000 people join over the weekend, then had your money account frozen? Would you continue to honor those sales, and let people connect, or would you block them off? Afterall, bandwith costs money, and you don't know if you're ever gonna see that money again.
  15. Quote:Original post by taby I wonder if it's because Persson's using a pre-order system instead of donations? If so, that would be a stupid reason for Paypal to block his funds. I see this on google news: http://www.devicemag.com/2010/09/10/paypal-holding-over-600000-euros-from-minecraft-developer/ He calls them sales, not donations: Blog: "Those 600k euros are the result of around 60k sales in the past 16 days." Sales = profit in your pocket, so he can do anything he wants with that money, buy an expensive yatch, whatever. Funny, I never heard of Minecraft before. I don't understand its overnight popularity.
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