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About timw

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  1. yup, I need to check out gcc. I haven't done so because I hear it isn't a very good optimizing compiler but I dont have much data to back that up. I'm wondering if 3d now is useless now with SSE. it still wouldn't be useless if SSE and 3dnow could execute in parallel, I dont know much about that. What do you guys think, do you think SSE rendered 3dnow mute?? thanks, tim
  2. I am just wondering if anyone knows of any compiler that optimizes for amd. I know the intel optimizing compiler and that works great, also the default compiler in visual studio 2005 pro is really great as far as the optimizations go, but I haven't found any settings that specifically generate amd code. Just wondering if any of you guys have optimized for amd and what tools you found useful. thanks a lot in advance. I haven't done much research in this but i am doing so now and when I'm done I'll post any useful info here. What I know now is that 2005 visual studio removed the processor specific optimizations but has added 3dnow intrinsic support. What I'm looking for is something to compile c into those things like compiling with the /sse options. Also I'm sure optimizing instruction scheduling is a different beast on both systems but i dont know much about that. thanks tim
  3. lol yup, I was calling it before I called glut init, duh! anyway I figured it out last night but you were right, thanks! Tim
  4. Hello all. Well I read what to do in the forum faq and the problem is that glGetString is always returning null. I can compile and run the demo at http://www.gamedev.net/reference/articles/article1929.asp this demo uses the function successfully. The only thing I can imagine is that he is setting up the opengl context manually, where I am using glut to do this. Has anyone else had this problem? Thanks, Tim
  5. wow, so happy to hear him dish it out like this. this guy is as much a hero as a comic.
  6. of course I meant to make a texture map(lightmap) out of the solution afterwords. just thinking of the best way to subdivide complex shadow boundry. but I see your point.
  7. Quote: I would however stay away from discontinuity meshing. why? because of the complexity of interpolation? or implimentation
  8. the only numbers that need to be in the axioms are 1 and 0. they're needed to specify the field properties. once you got that you can recursivley define the integers as. 1 + 1 = 2, 2 + 1 = 3, 3 + 1 = 4 etc etc. there is no need for proof. it's all definition, and consiquence of the field/order axioms or the real number system.
  9. some user hit it on the head. but I'll just point out that in open gl it's the - z axis that is the forward pointing direction. -<m13, m23, m33> in direct 3d it would be the positive z axis but d3d is also row major so it'd be <m31, m32, m33>
  10. I dont know I thought open gl matrix look like this a b c d e f g h i j k l m n o p would look like this in memory a e i m b f j n c g k o d h l p in which case it would look like 1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1
  11. in the link I gave you to that previous post I was unclear as to what he meant by forward direction. is he saying forward is pointing into the screen? more specifically I'm asking a question about the directions of 3dsmax axis. help me out x points left, y points in, and z points up? or is it x left, y out(as in pointing out of the screen), and z up if it's the latter, then my matrix is incorrect like I said in my edit at the bottom of that link, if that's the case the matrix becomes [-1 0 0 0 0 1 0 1 0] from what you're saying a point (-1.04, 28.24, 76) in max would correspond to a point (-1.04, 76, -28.24) in open gl. which doesn't make sense to me based on the previous posters description of the axis's. do you know what I'm saying? if what you say is true, then 3dsmax axis look like: x right, y inward, z up. in which case the previous poster was in err claiming that x was pointing left in 3dsmax. or am in err somewhere? I never seen the 3dsmax axis before I only know ogl. if x points to the right, as it seems to be the case the correct matrix would then become 1 0 0 0 0 1 0 -1 0 //edit with this matrix point (-1.04, 28.24, 74) in 3ds max maps to (-1.04, 76, -28.24) in ogl. this is what you want right? [Edited by - timw on March 22, 2006 3:54:51 AM]
  12. why not just use gluUnproject? it's written for you.
  13. ya I think I constructed that matrix using row vectors, I think open gl is column vectors, so youd transpose it. just note the general logic I used to construct the array and make sure your thought is following the same lines. I would have to say take the matrix I gave and transpose it, that should work. also I dont know if max uses row or column vectors. if it uses row vectors, then youd have to transpose the matrix, to convert it into column vectors, then apply the transform to the matrix. ya I think I was in err, I'm reasonably sure ogl uses column vectors in which case that matrix should be transposed. does max use row/column vectors? MaxToGL = transpose(MaxToGL); //first fix my error cuz ogl uses column vectors say max uses column vectors then you do this NewTransform = M*MaxToGL if max uses row you do this NewTransform = transpose(M)*MaxToGL so the transpose of that MaxToGL would be -1 0 0 0 0 0 1 0 0 -1 0 0 0 0 0 1 Quote: While ive heard that if using float[16] it doesnt matter if the data is row-major or column major it sure does matter. the only case where it wouldn't matter is where M = transpose(M) [Edited by - timw on March 22, 2006 12:54:39 AM]
  14. I think he's using the term right/left incorrectly. I have one x,y axis and another coord system with -x,y axis, the rotations will always be in reverse of the other. It certinaly doesn't mean that in one quats follow right hand rule and in another they follow left. I think that's what hes' getting at. quaternions follow the right hand rule to the tea, so I think he's talking about that. the right hand rule is the right had rule, regardless of the basis.
  15. this question has been answerd many times here lol. here is a link to a pervious post where I go over how to do it. and what to think about when you're doing ANY change of basis. http://www.gamedev.net/community/forums/topic.asp?topic_id=361664&whichpage=1�