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About Neverender

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  1. Neverender


    Indeed. Remember the GDIPlus security flaw nightmare? Microsoft actually had to release a tool to scan the entire system for affected versions of the library.
  2. You've probably seen it already, but this article from GPU Gems 3 is also a good read.
  3. luabind::object table = luabind::newtable( luaState ); table[1] = luabind::object(); return table; [Edited by - Neverender on May 20, 2009 7:50:57 PM]
  4. Neverender

    Geometry Deformation after collision

    Probably not exactly what you were looking for, but there's always the chance that you don't actually need all those bytes for your basic vertices.
  5. Neverender

    Constructing Buildings

    You may find this instructive; it's something I bookmarked to look into at a later date, but never got back around to it. You just reminded me of its existence.
  6. When debugging full screen applications, it's useful to have access to a second computer so you can utilize Visual Studio's remote debugging functionality. It'll let you run Visual Studio on one machine, and run a debug version of the application on another machine, parented to a special network-accessible debugging host application. You can then debug the remote process from a machine where you don't have to worry about what the full screen app gets stuck doing. Added bonus: you can hit "stop" in the debugger and recover the other machine. Without rebooting. :P I think it requires the Pro (or better) edition of Visual Studio, but if you don't have it already, you can download a 90 day trial from Microsoft. More info here:
  7. Neverender

    HLSL fxc.exe

    The /Fc switch to fxc takes a parameter. The name of the file you want to output the resulting assembly to. You're just passing another switch immediately after it. If you want the shader to go to stdout, don't pass /Fc. If you want the shader to go to a file, say "fxc /Fc<output.txt> input.fx".
  8. Neverender

    Present() = slow

    The why: When Aero is enabled, Vista can use hardware-accelerated compositing in the window manager to blend the different windows together. When Aero is disabled, Windows has to fall back to software rendering methods to blend the overlap. How to fix it? Uh...complain to Microsoft until they're willing to sacrifice their stupid round button in the name of performance. I don't know if there's really anything you can do. Maybe someone else will have an idea.
  9. Neverender

    Present() = pixelated

    I was bored, and I couldn't immediately find any concise, readable examples that illustrated the basic concepts of what remigius recommended, so I tried to modify one of the early DX SDK examples to include some of that behavior. It renders to a 640x480 texture, but stretches it onto a 1024x768 backbuffer. Important things to note: - No matter what, you are going to need to reset your device. I know it's not what you want to hear, but properly handling resetting your device is important for a lot of reasons, including lost device situations. - This method allows you to keep rendering your scene at 640x480, and I would think the same performance, BUT: your back buffer will have to match the dimensions of the client area you're rendering to for this trick to do any good. So again, you're going to need to reset your device. - Of course, pay attention to the handling of resources in the default pool (in this example, the vertex buffers and render target) upon losing the device. This code does not handle that. Also, this will use simple bilinear filtering. It doesn't delve into the topic of more advanced resampling methods.
  10. The mangled name of the symbol in the linker error contains "_PchSym_". I'd assume that means it has something to do with pre-compiled headers. Try reading the second post here, and see if that helps.
  11. Thanks, I'll pore over that and see what I can glean from it... I'm a little worried this is going to end up being too tricky and I'll have to let Direct3D do what it wants with the FPU and/or sacrifice the exceptions.
  12. I have an application which, built in debug configuration, enables the following floating point exceptions: OVERFLOW, ZERODIVIDE, and INVALID. It also uses double precision in several places, and previously, it utilized a helper object to do this in particular points of concern--instantiate one of the helper objects in the scope you want, and in its constructor, it overrides the precision, and in the destructor, restores the previous precision. This is achieved through _controlfp(_PC_53, _MCW_PC). Recently, however, it was decided that it would be simpler and perhaps more correct to set double precision once at the beginning of the application and pass D3DCREATE_FPU_PRESERVE to Direct3D's CreateDevice. So we made the change, and everything seemed good. Then we upgraded from Visual Studio 2003 to Visual Studio 2008. Now on the first call to D3DXVec3TransformCoord--with nothing but a vector of 0,0,1 and an identity matrix--the application dies with a call stack ending in a SIMD-optimized D3DX routine, with an exception of "0xC00002B5: Multiple floating point traps." I'm not sure what changed between versions of Visual Studio to suddenly expose this problem, but I think I've narrowed it down to a matter of turning _EM_INVALID exceptions on. Keep those exceptions quiet, and D3DX seems happy. However, I'd still like to be able to catch those in my own code... Here are my questions: 1) Why did this problem suddenly manifest after a Visual Studio upgrade? 2) Is it just impossible to keep the exceptions turned on and still make calls to Direct3D? Apologies if I missed something, and thanks in advance for any replies.
  13. Neverender

    binary image edge smoothing

    You might try looking at the sorts of methods employed for sprite enlargement by emulators, there's a decent summary of them on Wikipedia here.
  14. Neverender

    What is the best music softtware for my needs?

    Another host to check out is REAPER, brought to you by Nullsoft alumni (Justin Frankel et al., creators of Winamp). It's lightweight, has an unencumbered demo version available, and is priced nicely.
  15. It might be worth your while to go to the DirectX Control Panel and enable the "break on D3D9 error" setting for the debug runtimes, which will actually trigger a break to the debugger (with any luck) when those errors occur.
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