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RobinsonUK

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  1. OpenGL

    I had no end of problems when I tried to use a SIMD aware math library in my project (slmath). First I had to allocate on a boundary and second there's a problem with containers in VC++ such that putting such aligned objects into them resulted in seg faults and all kinds of issues (I'm a heavy user of std:. In the end I decided it was too much trouble for the potential gain in speed, so I switched to glm::, which so far has been a joy to use (and program that doesn't seg fault runs much faster than one that does!). I wouldn't rule out using SIMD for very tight, focused algorithms though, and I'm waiting with anticipation for a future where compilers intelligently make use of SIMD themselves, so I don't have to.
  2. Are you sharing vertices between edges? If you are, you'll have problems because the normal on the outside flat surface needs to be different to the normal on the inside circular surface.
  3. I'm using GLU to bring in all the required extensions and then doing all of the windowing stuff myself. SFML is a pretty good library to use. I think the trouble with GLUT is that it hasn't been actively maintained for a very long time.
  4. Personal preference I guess. I have a directory called libraries within which they sit. My applications are in the originally named "applications" at the same level as the libs. I have a single solution called 3rdpartylibs, that builds all libraries together and puts the resulting libs and dlls into a directory called Built/r or Built/d. All of my applications link against Built/r or Built/d. This way I can prevent the total randomness that tends to happen when the second law of thermodynamics applies itself to your hard drive ;).
  5. Try doing the bind buffer after you've done the bind of the VA, rather than before.
  6. You know what DRMP, I've been coding for over 10 years and I still occasionally get these problems! A simple check list would be: (1) Ensure your project include and library paths are pointing at the correct directories (containing the libraries you want to use) (2) Ensure you add the .libs to your project library dependencies (3) Ensure you #include the headers you want to use. (4) If you have any hair left, pull it out.
  7. arghhh. Sorry, edit fail... deleted :-).
  8. It looks like you're rotating twice there, once around X and once around Y (but with a fixed rotation around X). I think your translation should be done last, however, rather than first.
  9. Instancing might help. At least it will cut down the number of draw calls. Have a google for it.
  10. [quote][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]Are you sure that setting a uniform for[/left][/size][/font][/color][b]every particle every single frame [/b][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]won't cause a bottleneck? [/left][/size][/font][/color][/quote] I'm kind-of wondering why this parameter needs to be a uniform at all. Perhaps it could be an element in your or a vertex stream?
  11. [url="http://en.wikipedia.org/wiki/Shader"]Shader?[/url] :-).
  12. Sounds about right. Did you work out whether switching FBO was faster than switching attachments? I'm curious to know.
  13. I'm using DevIL. It's fine for image loading. I assume you've initialised it, but you don't post that code: [CODE] // Initialize IL ilInit(); // Initialize ILU iluInit(); // Set global origin function for loading images (dds, for example, have a top, left origin). ilEnable(IL_ORIGIN_SET); ilOriginFunc(IL_ORIGIN_LOWER_LEFT); [/CODE]
  14. You said "pretty much" using the same code. I'm guessing the problem is in the code not part of the "pretty much" :-).