The Beholder

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About The Beholder

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  1. Question on Trigonometry

    Use the dot product: http://en.wikipedia.org/wiki/Dot_product. If the vectors to the object and the player vector are normalized it is just the cosine of the angle between those vectors. Check out the geometric interpretation section at Wikipedia. Hope that helps.
  2. Graphics jobs comparison

    Animated films are made with both realtime and non-realtime techniques. For example Pixar's Renderman can output realtime graphics with shaded materials, shadows etc. so as to get an idea of what the final render will look like. I also believe that several techniques used in realtime graphics today originates from non-realtime methods in Renderman. To share my view on the graphics industry: I have worked a while at a game company in Sweden and it was great fun, being allowed to play games at working hours :). The problem is that in Sweden the wages at game companies are relatively low and the working days are long. I would love to work with graphics though and I think that medical visualization is particularly interesting. With MRI and similar technologies the need to visualize humans in 3D is becoming more important and a good way to do this is by using shaders to implement shadowing and realistic (or illustrative) lighting to be able to discern depth. Well, enough of my rant but you asked for it and that's what I think :)
  3. creating a non-blocking socket?

    thanks alot!
  4. Hmm... I'm feeling a bit stupid for asking this, but after searching this forum, the MSDN WinSock reference and google for a while now I give up. In every text I've read on sockets, non-blocking sockets are mentioned. What's not mentioned is how to make a socket non-blocking. How is this done? I've created a socket like so: SOCKET s = socket(AF_INET, SOCK_DGRAM, 0); And then I receive data like this: sockaddr_in saServer; saServer.sin_family = AF_INET; saServer.sin_addr.s_addr = htonl(INADDR_ANY); saServer.sin_port = htons(27017); bind(s, (sockaddr*) &saServer, sizeof(saServer)); sockaddr_in saClient; int clientSize = sizeof(saClient); char buf[1024]; memset(buf, 0, sizeof(buf)); recvfrom(s, buf, sizeof(buf), 0, (sockaddr*) &saClient, &clientSize); I read that the last parameter is optional but the communication doesn't work at all when I replace it with 0.
  5. Vertex arrays and speed

    It sounds like you have vsync on if the FPS is constantly around 85. Unfortunately I don't remember how to disable it in OpenGL but try to google for it! It might be a good idea to turn vsync off just to see the performance difference, but otherwise I like to keep it on. The quality of the picture is usually better with vsync on since the monitor waits for a vertical retrace before drawing the next frame. Try rendering more models as well like Gorax said.