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Generic Guest

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  1. mp3 format and compressing to mp3

    Maybe lame (lame.sf.net) will help?
  2. float vs double

    As far as I know, you should care about double/float in rendering (as they consume less precious memory and main memory <-> video memory bandwidth). You should DEFINITELY use double in mathematical calculations, as float will give you nothing but unexpected results where double will be OK.
  3. OpenGL .DDS Fileformat

    MB use DevIL (openil.sf.net). It supports DXTn compression (yes, it was not mentioned that MSDN documentation doesn't contain the description of most popular compression algo family - DXTn, which is used in almostly all DDS (I know only one exception --- Doom 3), so you should look it, for example, in http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compression_s3tc.txt) DevIL loads DDS without using GL hardware support and allows saving in DDS.
  4. Unix - Windows floating point problems

    Quote:Original post by piejacked The routine by design should floor/truncate the values. The problem is that Unix and Windows seem to be flooring/truncating the same double result to different integers. Mkay, what about floor() :) And yes, maybe you are using something like gcc's -ffast-math switch?
  5. Unix - Windows floating point problems

    MB use ceil() and forget about representation of float/double?
  6. [c++, asm] A slow stack?

    Quote:Original post by guyaton have you tried using the keywork register? its part of standard c++ should be supported by all compilers. not sure if its actually faster, but it suggests to the compiler to place the varaible in a register for super fast access. Correct me if i'm wrong guys? You could have been correct more than ten years ago or even more, when compilers did not optimize code. I cannot imagine a program that calls itself "C compiler" which will not optimize this (if you turn optimizations, of course). In fact, as C language (unlike C++, as far as I know) does not allow to take address of register variable, register keyword is nothing a benefit but a hazard.
  7. Shadow Volume Flickering

    Quote:Original post by RPTD multiplied with a small translation matrix (translate z around 0.0001) to avoid z-fighting. Excuse me, but why do you think that any z-fighting will occur in this case? Do you render different geometry/apply different vertex shaders when you are doing the second pass?
  8. accurate timing in linux?

    As man recommends us :D #include <sys/time.h>
  9. .dll equivalent

    Quote:Original post by Ravuya They use the .so extension. You can build shared-object libraries with the -shared option when invoking gcc. If we are speaking about options, you should not then forget -fPIC also.
  10. Simple compression

    What you give is something like LZ-style algorhythm. More elaborate compression is needed in music files. If you want compression in general you should look in the ogg vorbis direction, if you want lossless compression, look at ogg flac.
  11. OpenGL Best approach to detecting OpenGL?

    In Linux if you use glx, you just call glxIsDirect() (or something like this).
  12. Does anyone know of an MP3 library (preferably under LGPL, BSD-type or public domain license) with simple C API like vorbisfile for Ogg Vorbis or libsndfile for wav? I have seen libmad and it's unsuitable because of it's callback-type API (and GPL license).
  13. Cleaning textures out of memory

    Quote:Original post by skjinedmjeet Do you know if you have to call that before exiting a program? I always do, but I haven't seen it in a lot of tutorials. No, textures are not shared between contexts (by default), so they get freed during context cleanup.
  14. Non-SDL Input?

    Just my two cents and may be untrue for current versions of GLFW. If you are doing development of action game (say, FPS, TPS etc.), which is going to be run on X11 (Linux, FreeBSD etc.) you should think carefully about using GLFW as it does not support dga, which is used for disabling mouse acceleration (it annoys many players). No, it's certainly easily modifiable to get the needed support, but the standard binaries would not support it. And as for the licenses: LGPL license is really loose. You can modify SDL as you want (you will probably want to rip all unneeded pieces, like threads, audio, cdrom etc.) and just make this modified code available on some site.
  15. Primitive optimization

    What if we do the following: DISABLE COLORBUFFER RENDER EVERYTHING to ZBUFFER ENABLE COLORBUFFER RENDER EVERYTHING to COLORBUFFER Is anyone using this technique? Or is this technique unuseful because of other methods of "invisible" surfaces elimination (like portals etc.)?
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