mark ds

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About mark ds

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  1. Don't move the camera around the world - instead move the world around the camera, which should always be at 0,0,0. This will avoid needing any double precision hacks.
  2. Client - Server

     Regards the error, read this https://msdn.microsoft.com/en-us/library/ybk95axf.aspx (use sprintf_s instead).
  3. Help How to attach window on Game Maker.

    Are you asking how he opened the "Room Properties: room1" window? Well, I've never used game maker, but it looks like he right clicked on "Rooms", and selected "Create Room"... Or is this not what you're asking?
  4. getting a new PC for DX development

    ALL current motherboards (including the one you linked to) use the USB3.1 external chip hack, which means you only have access via the rear panel. To get USB3.1 on the front or top of a case requires Kaby Lake and the yet-to-be-released 200 series (Union Point) chipset. It's an important consideration for me - YMMV.   With respect to Battlefield 1... The 3.5Ghz i5 (no HT) will be slower than (or equal to) an i7 @ 3Ghz, unless the creators have pathalogically screwed up their multithreading: a quad core + HT is approximately equivalent to a 5 core CPU (i5 = 4 x 3.5Ghz = 14Ghz processing in total, i7 = 5 x 3Ghz = 15Ghz in total).
  5. getting a new PC for DX development

    Seriously, wait a couple of months for Kaby Lake if for no other reason than proper USB3.1 support on the motherboard & case, rather than the current hack of external chip + USB via SATA. Future proofing is just as important as outright performance. USB3.1 may have a slow uptake right now, but that won't be the case over the next 2 or 3 years (i.e. during the new PCs lifetime).
  6. Why not just render the image background image to an offscreen texture, add the yellow boxes, and then use this new image to zoom in on?
  7. Your texture is almost certainly sRGB.   An image file normally contains a sequence of RGB triplets defining the colour of each pixel. However, this doesn't tell us exactly what 'shade' the colours are. A colour profile steps in here to define the spectral properties of the RGB values in the image - so without a profile the numbers are meaningless.   Fortunately sRGB is the colour space of the internet. This means it's now pretty much universally accepted that any untagged images files (i.e. they have no embedded profile) can be safely assumed to be sRGB.
  8. Very strange FPS fluctuation

    You have a simple math problem   What if UpdateGame() & RenderGame() take 7000ms? At the end of the frame you're subtracting 1000ms, when in fact you should be subtracting 7000ms.   Read up on:   Dewitters game loop know you time-step Fixed-Time-Step Implementation   In that order
  9. One other major consideration, not yet mentioned, would be time stamping each event.
  10. Don't forget that OpenGL Next doesn't preclude the possibility of OpenGL 5, which might expose the new functionality via extensions therefore maintaining backward compatibility. This would be ideal for companies that have too much invested in current OpenGL.
  11. If you'd read as far as the second paragraph you'd notice:  
  12. Doesn't crash on a 560ti.   It's a driver bug - submit it to NVidia with as much info as you can.
  13. Are you sure your texture is tileable? It certainly doesn't look it. Try downloading a proper tiling texture, and see if the problem still exists..
  14. How to limit your FPS ?

      The opengl swap_control_tear extension is exactly what you're after. It allows an instant swap if you miss v-sync, otherwise it acts as if v-sync was on.   Just to add: all you need to do is add wglSwapIntervalExt(-1)