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About mike44

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  1. mike44

    Metal without Mac

    I triple boot Ubuntu/win10/osx. Only booting osx for recompiling and testing. I wouldn't recommend a Mac. They're expensive, slow and soldered.
  2. Found the culprit. I had in preprocessor something alike _debug_ Thanks
  3. Hi saw in dependency walker that my app still needs msvcp140d.dll even after disabling debug. What did I forget in the VS2017 release settings? After setting to multithreaded dll I get linker errors. Thanks
  4. The reference assemblies for framework ".NETFramework,Version=v3.5" were not found. To resolve this, install the SDK or Targeting Pack for this framework version or retarget your application to a version of the framework for which you have the SDK or Targeting Pack installed. Note that assemblies will be resolved from the Global Assembly Cache (GAC) and will be used in place of reference assemblies. Therefore your assembly may not be correctly targeted for the framework you intend. Hi what to do with the above error in ms code/Unity3d Project on Ubuntu 18.04? I've installed it like: Many thanks
  5. mike44


    Never mind, got it working by moving up and a little pitch. glTranslatef(0, -1250, 0); glRotatef(30, 1, 0, 0); // pitch
  6. HI I've a ok framebuffer looking from above. Now how to turn it 90' to look at it from the front? It looks almost right but the upper colors look like you're right in it. Those should be blue like sky. I draw GL_TRIANGLE_STRIP colored depending on a height value. Any ideas also on the logic? Thanks
  7. Hi I draw in a OpenGL framebuffer. All is fine but it eats FPS (frames per second), hence I wonder if I could execute the framebuffer drawing only every 5-10th loop or so? Many thanks
  8. FPS means Frames per second. I draw in a framebuffer, maybe I'll ask in OpenGL, thanks.
  9. Thanks. I've experimented with alike but I get heavy flickering. I have a OpenGL drawing function which eats FPS and I try to call only every 10 time or so. Probably I should ask in OpenGL section on how to do such? Your example slows the code? I've tried alike: int drawNow = XPLMGetDatai(XPLMFindDataRef("sim/graphics/view/panel_render_type")); drawNow2++; if (drawNow == 2 ){ if (sDR23value != 1 && sDR22value == 1 && sDR25value == 1 && (drawNow2 % 10 == 0)){ zeichneZweiDimMM(); drawNow2 = 0; }
  10. Hi how to go into a code segment only every 5 - 10th loop or so? The simpler and smaller the better. Thanks
  11. mike44

    C vs. C++ vs. C# (Beginner)

    If you want C++ you could use Unreal. Unity3D for C#. Both languages are so close, a employer would probably decide upon the coding and not which language you've choosen. Best to have some OpenSource code for both to show when searching a job. Personally I develop on Ubuntu which makes it easier to compile later on Win/Mac.
  12. ps: never mind. Seems I don't need to do anything as the destructor does it automagically :-) Hi I use this: and all is working fine on Linux/Mac but on Windows it messes up the visual upon reloading my x-plane plugin. I get random visual artefacts hence I'm doing something wrong on exit. Currently in pluginstop I only do: m.unloadFont(FontGeladen); What else do I need? Many thanks and regards
  13. Isn't there a similar Khronos project for DX12 to Vulkan that would cover Xbox?
  14. mike44

    unload class / char pointer

    When I want to change char to string I get here: strcmp((*it).first.c_str(), inFontPath) == 0) There is no suitable conversion function from "std :: string" to "const char *" ".
  15. typedef struct FontInfo_t* FontHandle; MichaelNS::FontMgr m; MichaelNS::FontHandle FontGeladen; const char *FontPtr; start: InFileFont.append("Ubuntu-B.ttf"); FontPtr = InFileFont.c_str(); FontGeladen = m.loadFont(FontPtr, NULL, NULL, 14, 0); stop: m.unloadFont(FontGeladen); delete FontPtr; delete causes a crash. How to unload the class correctly? Thanks
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