Jump to content
  • Advertisement

TangentZ

Member
  • Content count

    1188
  • Joined

  • Last visited

Community Reputation

450 Neutral

About TangentZ

  • Rank
    Contributor

Personal Information

  • Interests
    Design
    Programming
  1. TangentZ

    Weiler-Atherton in 3D

    Maybe even some pseudo-code of the algorithm will help explain what the demo is doing exactly.   The most useful part I got out of this article is the name of the algorithm, the Weiler-Atherton Algorithm, but not much more than that.   The Wikipedia page doesn't have much information there either (http://en.wikipedia.org/wiki/Weiler%E2%80%93Atherton_clipping_algorithm)
  2. TangentZ

    Serializer/Endian

    If you want to be portable and don't want to mess around with endian detection, you can just use the ntoh* and htonl* family of functions.   htons, htonl, htonf, htond - (H)ost TO (N)etwork short, long, float, double ntohs, ntohl, ntohf, ntohd - (N)etwork TO (H)ost short, long, float, double   Network is always big-endian.  The host is whatever you code is running on, can be little or big.
  3. TangentZ

    Learning modern OpenGL

    Like you, I learned the old OpenGL 1.4 style API, and left it for a few years.  Coming back to graphics programming now, I've found that OpenGL has changed quite a lot!   There is always the newest edition of the OpenGL Programming Guide (8th Edition!).   As for myself, I've found the OpenGL Intorduction (http://www.open.gl) tutorials quite useful for "catch up".   For shaders, you'd want to learn the GLSL, say the OpenGL Shading Language Cookbook.   Hope this helps!
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!