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About legalize

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    XNA/DirectX MVP

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  1. Utah C++ Programmers September 14, 2016 6pm - 8pm Embedded Programming with the Nintendo Game Boy Advance SP   This month, Richard Thomson will give us a look at embedded programming with C++ using the Nintendo Game Boy Advance SP (GBA) as our target system.  Some of the topics we will cover are:   • How does the compilation environment differ for embedded systems?    • How do I unit test code written for embedded systems?   • How do C++'s lightweight abstractions help prevent us from making mistakes when targetting an embedded system?   Specifically for readers, what you will get out of this talk is how to get started with GBA development.  Along the way we'll discuss concerns related to embedded development in general.   Dinner is provided, so RSVP through so we have an accurate head count for food.
  2. legalize

    Utah C++ Programmers Meetup

    Hi folks, if you are a C++ programmer in Utah, you'll want to join the Utah C++ Programmers meetup group to stay in touch with the latest news on C++ and the Utah C++ programming community.  There's a lot going on in C++ these days with C++14 just having been accepted and C++17 on the way.  I am the organizer of this meetup and I have created an associated wordpress blog for the Utah C++ User's Group.  I hope you'll join the community if you're local!   -- Richard
  3. OK, I looked at that GDC presentation and I think I have an idea of where you might see a difference here. By default, the viewport covers the entire with and height of the render target as well as the entire range of Z values in the interval [0,1]. Try changing to a non-default viewport that covers only a portion of the depth range, say [0,0.5]. Then toggle the DepthClipEnable flag in the rasterizer state. Do you get different results for primitives that have depth values in the interval [0.5,1]?
  4. Tordin, I believe what you're talking about is the DepthEnable value in the depth/stencil description structure used to describe depth/stencil state. The value in question here is part of rasterization state. At first I thought it might be talking about so-called "guard band clipping", but that generally refers to clipping things off the sides and not via the near/far planes as would be inferred by clipping against depth. I checked my D3D9 pipeline diagram and didn't find this state by an earlier name, so it appears to be a new thing.
  5. Just a reminder that this free workshop is tomorrow. We hope to see some new C++ programmers at this workshop.
  6. C++ Mock Object Workshop on January 13th Zhon Johansen and I will be covering C++ mock object frameworks at the January, 2010 meeting of XP Utah. Zhon will cover googlemock, the Google C++ Mocking Framework, and I will cover mockpp, Mock Objects for C++. XP Utah meets from 7pm to 10pm on the second Wednesday of every month at the Borders bookstore in Murray, UT. The workshop is free and open to all. More information
  7. I've posted the first in a series of blog posts about creating test doubles for test-driven Direct3D development. Direct3D Test Doubles, Part 1 More parts to follow in the next few days. Please post feedback to the blog so others can see it.
  8. legalize

    Any Hexagon users out there?

    What didn't you like about it? Was it the workflow?
  9. In the March 2009 SlimDX, there is no constructor for a VertexBuffer that takes no arguments. What version of SlimDX are you using?
  10. Did you try the stuff listed here? Google is your friend...
  11. legalize

    Free 2d/3d art assets '09!

    DAZ 3D Freepositories
  12. I would recommend you use SlimDX instead of Managed DirectX. Managed DirectX is deprecated and is quite old now.
  13. legalize

    Any Hexagon users out there?

    Is there anyone else out there using Hexagon for creating game content?
  14. legalize

    COM Pointer

    Additionally, I consider SAFE_RELEASE to be a source of bugs. Why? Because it says "no matter how many times I erroneously AddRef'ed this thing, just keep calling Release until its really gone!". It hides the fact that you called AddRef (either explicitly or implicitly) somewhere in your code where you shouldn't have. Once you switch to smart pointers, you shouldn't ever need SAFE_RELEASE (or even a call to IUnknown::Release) again. SAFE_RELEASE is just another bad coding habit exhibited in the Microsoft sample code that they wouldn't even need if they just used smart pointers in the first place.
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