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About fnm

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    Advanced Member
  1. Yes, it is the output pane. I'm using VS to build a CodeGear project and I'd like to intercept the debug messages and translate them in VS format. From my research so far it seems that Windbg is the way to go. Thanks for your answer.
  2. As the title says; any hint on how to do it? I need to get somehow the debug messages sent by a tool to the debug window and filter them.  Thanks for any help.
  3. fnm

    Flash GUI in Direct3D

    Check out flash-to-directx
  4. fnm

    How do Japanese program?

    This reminds me the time when I've read Andrei Alexandrescu's "Modern c++ design" in romanian. I had to translate all the terms in english to actually understand something of that book.
  5. fnm

    How do Japanese program?

    What's a "lebegőpontos"? A dangling pointer, maybe?
  6. In one of my project I need to handle a 3d array of 3d points and I'm using boost multi array to store it. The problem is that when I allocate a large array, say 1000x500x500 a bad_alloc exception is thrown. With smaller array all goes ok. Here's the declaration: boost::multi_array<Point3d, 3> m_array3d; m_array3d(boost::extents[1000][500][500]), Am I hitting some maximum allocation limit of multi_array? Or am I using it wrong? Any suggestions?
  7. fnm


    Best beer I ever had was a czech black pilsner: very bitter, very cold and me very thirsty. German beer is good, I once managed to drink six 1 liter glasses of Konig Ludwig in half a day. British beers tastes and smells funny. The first time I opened a London Pride I thought that some of my food went bad. Guinness is good, though.
  8. Yes, release mode, using visual c++ 2008. The normalize function gets called, if I put there some debug message I see it printed.
  9. I'm trying to optimize my raytracer, so I started to measure the execution time of my methods. I've noticed that there's a big difference in execution time depending on where do I declare the variables. Take a look: Vector v(1, 1, 1); for(unsigned int i=0;i<100000000;i++){ v.normalize(); } This took 3.3426 sec to execute. for(unsigned int i=0;i<100000000;i++){ Vector v(1, 1, 1); v.normalize(); } This took 0.0000014 sec to execute. Where this difference come from?
  10. pov-ray? Why dont you start with something simpler, like this?
  11. I'm trying to implement deformations in my sphere tracer. For some reason they dont work very well for me, so I looked for some code that implement them and I found this haskell program, which I intend to experiment with. Trying to compile it gives the following error: rt.hs:18:24: Couldn't match expected type `Eval b' against inferred type `()' In the first argument of `parMap', namely `rnf' In the expression: parMap rnf (map (maybe (0, 0, 0) toRGB24 . rayTrace scene 100)) rays In the definition of `colors': colors = parMap rnf (map (maybe (0, 0, 0) toRGB24 . rayTrace scene 100)) rays The problem is I dont know nothing about haskell (nothing about functional programming), so can anybody help me make this program compile?
  12. obb->rotate(atan2f(obb->position().x, obb->position().z)*180.f/M_PI, Vector(0, 1)); Now it works. Thanks a lot.
  13. I might be tired or just plain dumb, but it doesnt work. Here's my code: for(int i = 0;i < 90;i += 10){ float d = i * M_PI/180.f; OBB *obb = new OBB(); obb->set(Vector(cos(d) * 30, 0, -sin(d) * 30), Vector(2, 2, .1f));//sets the OBB's position and size obb->rotate(atan2f(obb->position().y, obb->position().x)*180.f/M_PI, Vector(0, 1));//rotates the OBB using angle and axis obbs.push_back(obb); } } What am I missing?
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