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sgt_barnes

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  1. I put VerySleepy ( http://www.codersnotes.com/sleepy/ ) to good use on Windows, though I doubt that is what you are looking for.   YMMV.
  2. OpenGL

      Oh! I never realized that! This "OpenGL ES" thingy that I see on 90+% of all mobile phones and tablets is actually based on D3D and not OpenGL, then? ;-)   *SCNR*
  3. There was a short article in Edge #264 by a small team from poland, "The Astronatuts", which use PhotoScan to model a huge world for their game:   http://www.theastronauts.com/   Maybe that helps you a little.   I sadly enough never extracted model data with PhotoScan, the colored point cloud has always been good enough for my purposes...
  4. What do you mean with "How accurate can it get?" Behind PhotoScan stands a surveyor-grade photogrammetry solution. It will easily generate a point cloud with one point per pixel, with milimeter accuracy. You will probably need some experience to make optimal photos to produce optimal results. However, to make really good models from it, manual work will still be required. They offer a demo license and sample data, so just go ahead and play with it! ;-)
  5. Just for clarification: Back face culling and depth buffer are two completely independent features of OpenGL.   I suspect that the two get in the way of each other in your code.   Try to disable back face culling and rely solely on the depth buffer. Is it getting better or worse?
  6. OpenGL

    What exactly is slow when you use GLUT?   I'm just curious because all GLUT does (or should do) is handling the window system stuff in a platform-independent manner.   As long as you stay clear of the menu/widget/button "GUI" part and the font rendering, your games should run fine (and still be portable).   If that part was what you where looking for, however, you're now screwed, of course. But IMHO, you should definitely try to create your own GUI toolkit (which can be tightly coupled to your render code, and it's fun!), or try to find some lightweight OpenGL GUI library on the net.    As for Qt and GTK: Both are very powerfull and versatile, and Qt would certainly be my first choice for a tool or an application. But I think these libraries are more than a little bit over the top for a game...  
  7. "FSM"="Flying Spaghetti Monster", right? 
  8.   No, it extracts the planes in world coordinates. That's why the point check in the tutorial is so simple.   The planes in eye coordinates are actually quite simple, since they are the faces of the unit cube.
  9. Code looks good to me.   Did you try to reproduce it on another platform? Preferably with a GPU from another vendor, or with an entirely different operating system.   If you do not have one of those options readily available, you could also write a minimal C program that also shows the same behavior and ask people to compile and run it on their machines. To make it easier for them (and maximizing your chance of success) you should use a platform-independent API like freeglut/GLEW that many people have installed.   Before the driver guys even consider helping you they will want that anyway...
  10. In photogrammetry, this is a pretty standard problem, so we can consider it solved. ;-)   But as I already said: It is not simple.   You can probably get away with a reasonably good approximation by doing the following:   1) Solve the equation system for each pair of projected and unprojected points. This yields a transformation matrix for each pair. 2) Choose a good one from these by projecting all the points with each matrix and pick the one that produces the least error.
  11. Yes, that's possible in principle, but it's not simple.   Basically you just solve the resulting system of linear equations and you are done.    What makes this hard is that  the system may be massively over-determined.This means, that some equations contradict each other, so you have to find a way of resolving those contradictions.   Google for suitable algorithms, if unsure.
  12. OpenGL

    Woha, difficult topic! ;-) I talked to a PNY representative at CeBIT trade fair once, asking the same question. He took the demo CD I brought him, stuffed it in a Computer with two displays attached to two Quadro cards, started our single-context program and moved it to the other display. It worked flawlessly. That said, I really think that this works only - if it works at all - with cards from the same vendor. [Edit: typos]
  13. OpenGL

    You should use one shared context for multiple windows if your windows share objects (e.g. multiple views of the same scene), and use a per-window context if they are completely independant (e.g. one window with a 3D model viewer and another one showing video playback).   Or in other words: All the resources you load into GL (textures, vertex arrays, shaders, and whatnot) are bound to a context, so if you want to use them in more than one window, you have to share the context between them.
  14. OpenGL

    There is nothing wrong with learning OpenGL from a book, as long as you frequently fire up your development environment to do your own experiments, IMHO.   Based on my own, personal experience, I would suggest the "OpenGL SuperBible", which is more of a "learning book" than a "reference book". I used the 5th edition when I needed to move from the old-day fixed function pipeline to modern, more GPU-friendly OpenGL. I already had some background knowledge on 3D math, however, so your mileage may vary...   Another book that looks very promising is the brand new 8th edition of the "OpenGL Programming Guide", which arrived at my place just yesterday. I haven't looked too deep into it yet, but it, too, is rather a tutorial rather than a reference, so you might give it a try, also!
  15. I'm pretty sure you just ran into the "Link-time Code Generation" feature of VS2012. As the name suggests, code generation is done during linking the whole program, not while compiling each source file.   This is done to be able to optimize across object file boundaries, which MS calls "Whole Program Optimization". Unfortunately, this considerably slows down builds.   Since it is an optimization technique, it should be turned off for debug builds. So to verify that this is in fact the problem, check if the debug build has the same problem. If not, it is probably the Link-time Code Generation.   To turn it off, right-click your project in Solution Explorer, and select "Properties". Then, go to "Configuration Properties", "Linker", "Optimization". Change the "Link Time Code Generation" property to "Default". Make sure that you do this for all the libraries in your solution!   That should speed up your build again, hopefully...