Search found 164 matches
- Mon Jul 23, 2012 4:31 pm
- Forum: General/Off-Topic
- Topic: The Story of Mel, a Real Programmer
- Replies: 5
- Views: 2456
Re: The Story of Mel, a Real Programmer
Story time? When I was younger (maybe 11 or 12), I was in the process of learning php (I chose php for my server-side scripting language because it was similar to C, which I already knew). I'd just realized you could make CLI programs with php, so I tried coming up with programs that I could make fo...
- Mon Jul 23, 2012 4:17 pm
- Forum: Programming Discussion
- Topic: OH NOOOOOOOOOOOOOO
- Replies: 8
- Views: 3227
Re: OH NOOOOOOOOOOOOOO
I see that you're checking if index is non-NULL in the destructor before releasing it. This is fine, except the constructor you're using (UINT s) does not initialize index, only size. index is going to have a garbage value. The release will proceed on an address that doesn't contain an ID3D11Buffer;...
- Sun Jul 22, 2012 11:28 am
- Forum: Programming Discussion
- Topic: Template Class Syntax Errors :(
- Replies: 7
- Views: 2566
Re: Template Class Syntax Errors :(
DynamicArray<type>::arraySize = 0; This part is wrong. Get rid of DynamicArray<type>::. My reason for doing this is because I didn't now of any other dynamic array and also for ease of use because using std::list as I usually do is annoying and SOOOOOOOOOOOOOOO slow. std::list is a doubly linked li...
- Sun Jul 22, 2012 10:25 am
- Forum: Programming Discussion
- Topic: Template Class Syntax Errors :(
- Replies: 7
- Views: 2566
Re: Template Class Syntax Errors :(
The [] is misplaced for the delete operator in the destructor. Array delete has the form of delete[] p, not delete p[]. This is the primary cause of the problem. The DynamicArray<type>:: before members inside of the methods is telling the compiler that the members are static, which they aren't. If y...
- Fri Jul 06, 2012 10:53 pm
- Forum: Programming Discussion
- Topic: Guides & resources
- Replies: 59
- Views: 70235
Re: Guides & resources
I find cplusplus.com a great website to help with learning C++. I use it all the time, it has professional looking tutorials on everything C++, a help forum, articles, and complete documentation for C++. On pretty much any of the standard libraries. Just use the search feature for basically anythin...
- Tue Jun 26, 2012 1:27 pm
- Forum: Programming Discussion
- Topic: OpenGL Fullscreen Crashing
- Replies: 30
- Views: 8821
Re: OpenGL Fullscreen Crashing
What exactly are 'shaders' and how would you use them for coloring and alpha blending? Shaders are miniature programs written specifically to run on the GPU. Their uses vary from pass-through shaders that enable a modern pipeline to function to simple sine-based water shaders to advanced rendering ...
- Mon Jun 25, 2012 3:11 pm
- Forum: Programming Discussion
- Topic: OpenGL Fullscreen Crashing
- Replies: 30
- Views: 8821
Re: OpenGL Fullscreen Crashing
So what do you not know what you're talking about? I removed a section about multitexturing. Does it use the bound texture or not? It uses the bound and active texture. Also. I'm assuming I can modify this buffer at any time correct? Yes. Use glBufferSubData. The only thing I would change is the al...
- Wed Jun 20, 2012 11:57 pm
- Forum: Programming Discussion
- Topic: OpenGL Fullscreen Crashing
- Replies: 30
- Views: 8821
Re: OpenGL Fullscreen Crashing
Yes 'BlitTexture', based on your description, does use immediate mode. It would be fairly easy to make it use a display list, but I'll have to do some research on VBOs, after I get some sleep. Because essentially I am building this engine to be as fast as fast as possible, while trying to maintain ...
- Wed Jun 20, 2012 6:39 pm
- Forum: Programming Discussion
- Topic: OpenGL Fullscreen Crashing
- Replies: 30
- Views: 8821
OpenGL Vertex Buffer Objects
OK so I've looked a bit at VBOs and I have this pseudo-code: GLuint colorBuffer = NULL; GLuint positionBuffer = NULL; GLubyte colors[] = { 255, 255, 255, 128 }; glGenBuffers( 1, &colors ); glBindBuffer( GL_ARRAY_BUFFER, colorBuffer ); glBufferData( GL_ARRAY_BUFFER, 4 * sizeof(GLubyte) ); glColo...
- Wed Jun 20, 2012 2:32 pm
- Forum: Programming Discussion
- Topic: OpenGL Fullscreen Crashing
- Replies: 30
- Views: 8821
Re: OpenGL Fullscreen Crashing
Yes 'BlitTexture', based on your description, does use immediate mode. It would be fairly easy to make it use a display list, but I'll have to do some research on VBOs, after I get some sleep. Because essentially I am building this engine to be as fast as fast as possible, while trying to maintain ...
- Wed Jun 20, 2012 2:25 am
- Forum: Programming Discussion
- Topic: OpenGL Fullscreen Crashing
- Replies: 30
- Views: 8821
Re: OpenGL Fullscreen Crashing
Would it be ill advised to build the asset manager directly into my video manager? It depends on what exactly your video manager does. If you're loading textures through it, it probably is already some form of asset manager and you just need to extend it. Here's a list of all the functions: Setup /...
- Tue Jun 19, 2012 10:37 am
- Forum: Programming Discussion
- Topic: OpenGL Fullscreen Crashing
- Replies: 30
- Views: 8821
Re: OpenGL Fullscreen Crashing
Would it be ill advised to build the asset manager directly into my video manager? It depends on what exactly your video manager does. If you're loading textures through it, it probably is already some form of asset manager and you just need to extend it. Here's a list of all the functions: Setup /...
- Mon Jun 18, 2012 10:53 pm
- Forum: General Gaming
- Topic: you first video game console?
- Replies: 28
- Views: 39751
Re: you first video game console?
My first console was a SNES. I've still got it, along with my Nintendo 64, my Dreamcast, and my GameBoy Color (I gave my GameBoy away).
- Mon Jun 18, 2012 8:40 pm
- Forum: Programming Discussion
- Topic: OpenGL Fullscreen Crashing
- Replies: 30
- Views: 8821
Re: OpenGL Fullscreen Crashing
It depends on what exactly your video manager does. If you're loading textures through it, it probably is already some form of asset manager and you just need to extend it.RandomDever wrote:Would it be ill advised to build the asset manager directly into my video manager?
- Sun Jun 17, 2012 10:43 pm
- Forum: Programming Discussion
- Topic: OpenGL Fullscreen Crashing
- Replies: 30
- Views: 8821
Re: OpenGL Fullscreen Crashing
What is the most efficient way to deal with texture reloading? Usually you will want some form of central asset management. It can be something fancy, or it can be something really simple, like this: class TextureManager { public: static TextureManager& getInstance() { static TextureManager ins...