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About kusma

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  1. n*log(n) VS log(n!)

    what does the exclaimation-mark in the O(log n!)-claim mean? factorial?
  2. you need to set the specs-file. this sets up various linker-settings for gba. use either -specs=gba.specs or -specs=gba_mb.specs to link normal or multiboot gba programs.
  3. Quote:Original post by Demirug The non power of two texture support is still limited on a wide range of GPUs. Yes, but thats mostly with texture coordinate wrapping and such, not really a problem when mapping a cube.
  4. all modern gpus support non power of two sized textures. so there's really not much reason to use power of two sizes...
  5. Glow effect

    that screenshot seems to use a couple of billboards.
  6. Glow effect

    for fullscreen glow (or bloom), you usually do it as a post-processing effect using render to texture, bright-pass and then gaussian blur. if you only need it on a pr light-basis, you can simply draw a billboard-flare at the position of the light.
  7. OpenGL backface culling

    Quote:Original post by mike74 If it doesn't use normals, then how does it determine their winding in screen space? it checks the sign of the z-component of the cross-product between the two edge-vectors relative to one of the vertices. something like this: float x0 = v[2].x - v[0].x; float y0 = v[2].y - v[0].y; float x1 = v[2].x - v[1].x; float y1 = v[2].y - v[1].y; float cz = x0 * y1 - y0 * x1; if (cz > 0.f) return GL_CW; else return GL_CCW;
  8. Quote:Original post by Leo_E_49 Wait... you mean it's literally "patented"? Is that even legally possible? Can you actually patent a shadowing method? yes, creative has patented the zfail shadow-technique, but i wouldn't fear it. first of all, there exist prior art on this, so a sue would proabebly be quite dodgeable. second, a lot of patents are issued to protect yourself from getting sued, not to sue other people. besides, why would creative, who make gpus that benefit from robust shadows, want to sue a developer for implementing it?
  9. OpenGL .DDS Fileformat

    you get the sourcecode for a .dds-reader with nvidias Cg toolkit IIRC. edit: yep, just checked... check out examples\runtime_CgFX\nv_dds.c/h in the root of the Cg install.
  10. C++ to C

    there's also a lot of c99-stuff that hasn't been taken into c++ (yet?). learning c isn't just about learning what c++ is and what c is not, but it's about learning a different, less object oriented code style. i did the c++ -> c -> c++ path myself, and i learned a lot from it. it's a good experience. edit: another difference (iirc) is that in c, int is implicit. this means that you can just write something like "i;" if you want an integer called "i". this isn't allowed in c++.
  11. try simply closing the project, deleting all intermediate files (the Release/ and Debug/ folders, the .pdb-file, and basicly any other file you know you won't need and simply re-opening the project. usually helps for me.
  12. you should look into barycentric coordinates http://en.wikipedia.org/wiki/Barycentric_coordinates
  13. OpenGL how fast is opengl?

    it's almost faster than A*M*I*G*A.
  14. Shadow volume flickering

    one quite normal issue with shadow-flickering in the zfail algorithm is flickering on the shadowcaster itself due to shader invariance on the near-cap. one (of many) solutions to this is simply to use the polygons facing away from the lightsource instead of those who face towards it.
  15. The drive letter B:\

    Quote:Quote: copy a:\ b: does that make me older? Not if you don't remember the DISKCOPY.COM utility. I raise one XCopy for Amiga ;)