Jump to content
  • Advertisement

_gl_coder_one_

Member
  • Content Count

    134
  • Joined

  • Last visited

Community Reputation

140 Neutral

About _gl_coder_one_

  • Rank
    Member
  1. _gl_coder_one_

    Dealing with large amount of data

    to speed up the code you can try one of the following methods : 1. Display lists 2. vertex arays . 3. Vertex buffer objects. as far as the matrix is concerned, where are u placing the glMultMatrix functions ? Also, since your translation is 0.5 in each direction , probably thats why the change is not apparent ? Try drawing an axis at the origin and then see if the model is translated. cheers
  2. _gl_coder_one_

    Opening a glcontext on a remote machine

    Hi YannL I am working on parallel rendering , and look at the sort last method for parallel rendering. In this method , I will would need to render different objects in the scene on different processors and get the final image by a depth compositing operation, so getting a GL context on a remote PC is indispensable for me. Any ideas or suggestions ?
  3. _gl_coder_one_

    Opening a glcontext on a remote machine

    there are some settings in the X server , which when disabled allow one to do the same.
  4. _gl_coder_one_

    Opening a glcontext on a remote machine

    i found a package called virtualgl (www.virtualgl.org) that lets me do something similar. More suggesstions needed.
  5. Hi I am trying to do the following : 1. ssh to a remote machine 2. Set the DISPLAY environment variable to localhost:0 3. Start an application that tries to create an openglcontext. This always fails giving the error "unable to open display on localhost:0" I need to create and opengl context on the remote machine, to use the graphics hardware on that machine. How can this be done ? Help
  6. Hi all I am stuck real bad with this :( I have an object defined in its model coordinates. This needs to be transformed to a new position which is given by the following : 1. The position in world coordinates. 2. The orientation is given by specifying three unit vectors that are orthogonal to each other. How do i get a transformation matrix from the above so that i can transform each point in my object ? Help
  7. _gl_coder_one_

    Adding a python shell to existing application

    moussen15 nice info there thanks a lot. I went through InteractiveInterpreter again .. seem to get a hold on it now. Will do some more research on the same before i post again. It seems I will have a InteractiveInterpreter loop being fed by the text from the GUI. thanks again
  8. _gl_coder_one_

    Adding a python shell to existing application

    i was actually wondering if there is any such GUI component that does that for me :p Something like a gui_py_shell.py or whatever that does all the indentation etc when i start typing into it [wink] moussen15[\b] if you are talking about InteractiveInterpreter then i have had a look at that although havnt figured out how i can use that [:(] I had planned to use the compile() call to get the code object and then execute the code object using exec() . Wouldnt that be fine ? Please guide [grin]
  9. Hi I want to add a python interpreter shell to my existing python application . What is the best way to do this ? My GUI's are made using Qt .
  10. _gl_coder_one_

    Trouble with SWIG Python

    i got around the problem by using carrays.i in swig %include "carrays.i" array_class( real_t , realarray_t) and in the python prorgam i create arrays using the function arr = my_module.realarray_t( num_elems )
  11. Hi all I am using to SWIG to generate wrappers for my C++ library to make it callable from python. I am having troubles in a function that takes a pointer as paramter. It is shown below: typedef double real_t; void scale( real_t* ); I pass a numpy array to this function when calling it from python. the call from python goes like this scale_fac = array((1,2,1)) scale( scale_fac ) Well this does not seem to work at all. I get the following error : TypeError: argument number 2: a 'real_t *' is expected, 'numpy.ndarray([1 5 1])' is received Where am i going wrong ?
  12. _gl_coder_one_

    C++ vectors Or C Arrays for huge data

    real strong voices there for stl::vector guess the picture is very clear :)
  13. _gl_coder_one_

    C++ vectors Or C Arrays for huge data

    the scenario goes like this void f (){ try{ // create a temporary array for // storing some data .. array is going // to be typically huge double* coords; OR vector<double>coords; ???? coords = new double[ size ]; OR coords.resize( size ); for( ){ // access the array and perform operations } delete []coords; }catch( ... ){ } } In case of an exception , the vector case will be handled properly and there will be no leak .. but not in the case of the double* version .. I cant use auto_ptr here as the delete call will be different and auto release during exception will not work !! So whats the solution ?? Vectors obviously give me the solution. But i am not going to use anything else provided by the vector ( like push_back() , at() etc ) Is the compiler optimizes [] to do pointer arithmatic .. then the problem is solved. but does it ? Another is to write a auto_array<> template so that the destructuor calls delete[] on the data .. ??
  14. I want to store vertex coordinate data for a surface mesh. Now what would be the better method for doing the same .. using normal C style malloced arrays or should i use STL vectors . I am wondering ,, the indexing operator [] is actually a function call .. will it not pose an overhead while accessing elements from the array. I am looking an application where i would need to access the array repeatedly in a loop.
  15. Hi all Is there any method to break up any given polyhedron into a set of tetrahedra ? I need this for writing visualization algorithms for unstructured datasets. I plan to break down non-tetras into tetras and run a common visualization function( isosurface extraction ) on the resulting tetras. I may be following a totally wrong approach. If this is the case please point it out and give me some direction :)
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!