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About Key_46

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  1. c++ directX app crashes

    Interesting... Are you compiling the framework yourself? If so which libraries the solution is linking?
  2. Since the request was working on my browser I tried to match the header exactly. I enabled the debug verbose for the opener to see what it was sending:   opener = urllib2.build_opener(urllib2.HTTPHandler(debuglevel=1))
  3. In my case the webserver was not accepting the default User Agent from urllib2. Try changing it:   opener.addheaders = [('User-agent', 'Mozilla/5.0')]
  4. The machine learning, computer vision, data mining are field is full of linear algebra, and so Facebook, Google and Twitter are also full of linear algebra.
  5. IDE for C++ Programming

      Technically not true, since Visual Studio does support makefile projects it can be used with with any tool/compiler. As an example I used it with Mingw to build homebrews for Nintendo DS.
  6. You are dealing with the problem of what objects worth drawing, One solution is keeping a buffer large enough only to draw the bullets near the camera and dynamically insert / remove the elements. You can specify the number of instances inside the buffer.
  7. Add some Subpixel Morphological Antialiasing to the mix and voilá.
  8. DirectX, OpenGL and other libraries are at the core of the engines. You can't explicitly see them because the engine creates an infrastructure that serves as an abstraction of all that for you. For instance, effects like smoke will aggregate some D3DX Buffer for the sprite positions, a D3DX Effect for the rendering, all of that will be used by a Direct3D Device during the rendering...
  9. Lua integration into a game

    Currently I'm using a single state shared across multiple Lua scripts. On the C++ side, the 'mod' definition will register all the .lua files necessary for the game objects, these files contains a factory to create an object (table) inside the lua state, so I don't need a class Enemy or Ally on the C++ side, I just need an Entity providing a minimum interface and which invokes the Enemy or Ally factories from Lua. The Lua objects communicate using message passing, the interaction is coordinated on the C++ side, using uid's. And since the queues are also in Lua I have freedom to send from int's to complex data structures, if necessary.
  10. [quote name='InvalidPointer' timestamp='1327766818' post='4907042'] You can check this more thoroughly by running the sample in the reference rasterizer. If it looks fine there, smells like a driver and/or hardware problem. [/quote] You are right, running perfectly on reference.
  11. Hello everyone, something weird is happening, 2 days ago I downloaded the Parallax Mapping sample from [url=""]NVidia's DirectX10 SDK[/url], the sample was pre-build so i just ran it. The effects are working fine except for silhouette effect: [url=""][/url] Recompiling the sample locally not helped. I posted this problem on NVidia forums and I was replied that the Sample works perfectly on other systems. I remember downloading this SDK somewhere in the past and everything worked fine. Other individual samples are also working fine with and without recompiling. Already update video driver but didn't help. What could be the cause of this problem? Microsoft's HLSL compiler? Driver-Hardware compatibility?
  12. [quote name='MJP' timestamp='1310507139' post='4834530'] Ahh I see. Yeah in that case sorting is a little tricky. It is possible to sort on the GPU, however it's probably not practical unless you use a compute shader. If you do ever go down that route, Nvidia has whitepapers and tutorials for various sorting algorithms in their cuda developer zone. As for the point expansion, the older DX10-era presentations from the IHV's used to say that geometry shaders were okay as long as you didn't emit more than 4 vertices and you kept your vertex structure pretty lightweight. So for particles that should be fine. But you can always profile if you need to know for sure for a particular GPU. [/quote] Thanks again, i will leave the full GPU and the CPU sorting solutions then. I will compare the performance with the instancing when i finish these two.
  13. Thanks for the response MJP, the problem is that i am also redirecting the stream output so i can do all particle computations on the GPU side without sending data through the bus. But i don't know how better this is in comparison with normal CPU calculations. I am implementing the sorting on the CPU and i'm still getting pretty neat results [img][/img] I am also questioning the use of Geometry Shader, it makes the coding simplier but I've read (in 2007) that Geometry Shader produces a noticeable overhead, and since i'm creating a simple quad, isn't better to use instancing instead?
  14. I am implementing the ParticlesGS sample in my engine and i came up with a problem... the rendering order is screwed, the only good situation is when i have additive blending, but in my case i have some smoke particles that doen't look nice. So is there a workaround with z-buffering and blend states or i need to hardcode a sorting on the CPU? Because if i had to implement a CPU solution then the whole idea of using GS is worthless, right?
  15. Recursion help!

    quiz(4) will generate 2 quiz(2) and each will generate 2 quiz(1) so you have: 1 '*' from quiz(4) 2 '*' from quiz(2) 4 '*' from quiz(1) that's 7... the program operation: program enters quiz with i = 4 4 > 1 program enters quiz with i = 2 2 > 1 program enters quiz with i = 1 Print '*' program returns to quiz with i = 2 program enters quiz with i = 1 Print '*' program returns to quiz with i = 2 Print '*' program returns to quiz with i = 4 program enters quiz with i = 2 2 > 1 program enters quiz with i = 1 Print '*' program returns to quiz with i = 2 program enters quiz with i = 1 Print '*' program returns again to quiz with i = 2 Print '*' program returns again to quiz with i = 4 Print '*' End