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_Silence_ last won the day on July 23

_Silence_ had the most liked content!

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About _Silence_

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  1. _Silence_

    I once motivated myself but only once

    @fleabay may I ask what you are doing on everyday life ? Are you a student ? Do you work ?
  2. _Silence_

    Efficient dynamic buffers in OpenGL

    TMO, you was at the right place. As written in the link you gave, buffer orphaning depends on the GPU and the driver. I did it some times ago and had very good results on an nVidia card. But it was simply not working on an AMD card (triangles were missing at render time). Usage hint had a lot of impact on my case. And should more generally since drivers will mostly choose where in the VRAM it will put the data. If you enable ARB_debug_output the nvidia driver should warn you if you choose an inappropriate hint. Don't really know. Your map function might be less complicated to read. The best thing to do might be to test further, with simple test cases (one that cannot interfere with your engine).
  3. Why do you think that iterators are obsolete ? Few days ago, while wanting to optimize a part of a project, I removed an std::vector since I was doing many push_back in it, and replaced it with a good old C-style array. And you know what ? std::vector was far more fast. Except if you deal with big-data (and few are here), std::vector will give you very good performances, when used well.
  4. Haven't read all, so this might already have been pointed out, but: This looks wrong according to this.
  5. _Silence_

    Game Physics by Dr Eberly

    I have this book too But as usual, I let the CD in its pocket, forever. So I couldn't be of any help here...
  6. Don't take it bad. I wasn't trying to mean anything. Just that given the fact that since we have few information, this would be best and more quick for you to check on your own side. Just copy-paste a cubemap tutorial, check it, use your texture, check it again, compare until you find something that could explain the differences.
  7. You gave no information about the normals. Your code snippet only shows things about your 2D colored quad. I believe @JohnnyCode spotted the main problem. There are many tutorials on the Internet. It should take few time to check it. At least less than asking here and expecting the work to be done
  8. _Silence_

    Cache Misses OpenGl

    Since graphics drivers in linux are kernel modules, it is highly expected that such information should get propagated (except maybe for proprietary kernel modules like for nVidia). Here is a doc I quickly found for intel hardware. Why recording for such a long time ? I think you should check for a single frame. Cache miss will happen and I believe even more on the GPU side where you have very few control about this and one miss could happen to all work group individually and might even be reported for each waves.
  9. _Silence_


    Did you try to follow some tutorials on the subject ? Your code is... well... like a random set of pieces... Did you read any documentation about SOIL ? Did you read the short documentation about the deprecated function glRectf ? Did you see that this function does no texture coordinates at all ?
  10. These are called uvw (or stu). But they are texture coordinates. Cube-mapping just requires 3D texture coordinates whereas "normal" image texture mapping only needs 2D texture coordinates. But this is logical. OK. Sounds good. Should work. So how do you expect reasonable help on this one ?
  11. Weird. Can you let people know a bit of your code in order to have a better understanding of what you are doing ? Give detail also. You don't need to provide texture coordinates, because ? From your quote, this doesn't sound like a cause-effect statement. So how do you texture your model ? Also, is your cube-mapped model a 2D quad ?
  12. _Silence_

    Portal occlusion culling help

    Really ? Any sources for this ? I'm guessing that major 3D engines have whether hardware occlusion culling, their own CPU/GPU occlusion culling or use a third-party one. If I'm not wrong UE4 uses hardware occlusion culling whereas Unity uses a third-party one. I have absolutely no clue about Frostbyte, Unigine, new Id tech and so on.
  13. _Silence_

    Tightly packed float/double ?

    Except if I missed something, this is not the same than having T value[4][4]. How would the compiler know if you have an array of 4 elements or 3 or 5... It cannot. If you access the pointer as a simple array, this should behave better, and as long as you are with C++11 or superior. Alignas will never allow you to get data more tightly aligned. The only way to do so is by ensuring it yourself.
  14. In the light of what other discovered in your code, it's unlikely that you have frame skipping. You should have a search on these forums about "game timer loop" or such. This had been covered in a well manner. Alternatively, google raised me, what it seems, good pages, in the top of its results: this one for example.
  15. _Silence_

    Torque Force Mass Question

    You should have a look about physics, and mainly the fundamental principle of dynamics, not the one from Newtons with vectors, but the one with torsors (extensions of Newton's laws which deal about moments). You will apply a force where the hand is, and will transport this resulting torsor at the center of rotation. This will give you the torsor of forces at this center, which should have a resultant null and a non null moment.
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