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About siaspete

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  1. siaspete

    CSG, fisheye and spotlights.

    Hi Ben, Thanks for sharing your project, your journal is a good read. In my hobby project I'll need to texture map a sphere soon. I had a little look at the source code (Sphere.cs) to see how you did the mapping from polar coords to texture coords. If I understand correctly, you more or less map it as if it were a cylinder, so that the texture will appear to pinch together at the top and bottom of the sphere, is that right? Peter
  2. siaspete


    Good work!
  3. siaspete

    Scan line rendering

    Hello, I was curious why you might need to use threads. I would have done something like: for (;;) { for (int scanline = 0; scanline < 160; ++scanline) { draw(scanline); run_cpu(cycles_per_scanline); } present_back_buffer(); sync_to_60_fps(); } But I may be oversimplifying the problem, it's been a while since I did any emulator programming.
  4. siaspete

    The Color Map

    Looking cool.
  5. siaspete

    How not to ask a question on a technical forum

    That's absolutely incredible. It's like every awful post rolled into one.
  6. siaspete

    MRT and GLSL : The Reply

    That's good news, thanks for the head's up!
  7. siaspete

    MRT and GLSL : The Reply

    There was also that bug with ATI drivers that leaked a small amount of memory every time you called wglMakeCurrent. Unfortunately if you wanted to write an OpenGL + wxWindows editor, you'd leak that small amount of memory every frame. In my project that added up to a couple of MB per minute. Imagine using the editor for a few hours! While attempting to report it to ATI driver support, their site kept crashing and timing out, deleting my bug report. I gave up and vowed never again to go ATI. I tried, dear God I tried, but sometimes it seems that companies just don't want to improve.
  8. siaspete

    Normal to Parallax to Relief

    Quote:Original post by jollyjeffers Think you'd be interested in my proposed progression through lighting resolution/techniques? Yes!
  9. siaspete

    Ships comparison, persp. sheet

    Which handles better, the battleship or the church?
  10. siaspete

    I'm alive

    The "Break On AllocID" box in the DirectX control panel works well for finding what is leaked, providing you get the ID from the debug pane after your app closes, but I don't know if that's FAQworthy. Edit: I would also strongly recommend using Boost "intrusive_ptr"s as smart pointers for wrapping COM objects, but you have to be careful since their default constructor adds a reference.
  11. siaspete

    I broke something

    There is a program which sanitizes these kinds of error messages: http://www.bdsoft.com/tools/stlfilt.html Not sure what compiler you use, it may not work properly on VC++ 2005.
  12. siaspete

    Today I learnt something new...

    Thanks for the heads up!
  13. siaspete

    Initial results...

    I'm pretty sure I read on an NVIDIA presentation a few years back that the vertex cache only works when using indexed geometry. I guess this is still the case. But I may have missed the point, since your post is very brief! :-) I enjoy reading your journal BTW.
  14. siaspete


    The big problem with OpenGL and wxWindows is that ATI drivers leak memory every time you call wglMakeCurrent. Unfortunately the OpenGL widget calls this every draw. That means leaking every 60th of a second or more for a game or emulator. When I checked, it was leaking about a megabyte a minute, which is obviously pretty bad.
  15. siaspete


    I always read it (it's in my bookmarks) but I don't always leave a comment. :-) Nice work so far btw.
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