Search found 1052 matches

by Ginto8
Tue Jan 10, 2012 9:17 am
Forum: Programming Discussion
Topic: Again with OpenGL
Replies: 38
Views: 4985

Re: Again with OpenGL

Yes, but since the vector (0.0,1.0,0.0) points up, not out toward the viewer, it would rotate around a "pole" going from the top of the screen top to the bottom, which I'm guessing isn't what you're looking to do. Also, using GL_POLYGON instead of GL_QUAD is isn't necessarily a good idea, ...
by Ginto8
Mon Jan 09, 2012 9:46 pm
Forum: Programming Discussion
Topic: Again with OpenGL
Replies: 38
Views: 4985

Re: Again with OpenGL

push and pop operate on the matrix stack, which can be considered a "backlog" of previous matrices. For more information on how stacks like this work: Wikipedia is your friend.
by Ginto8
Mon Jan 09, 2012 9:28 pm
Forum: Programming Discussion
Topic: Again with OpenGL
Replies: 38
Views: 4985

Re: Again with OpenGL

glRotate multiplies the currently selected matrix by a rotation matrix. When called as glRotatef(a,b,c,d), you can conceptually think of this as rotating the current origin a degrees around the vector (b,c,d).
by Ginto8
Mon Jan 09, 2012 8:39 pm
Forum: Programming Discussion
Topic: GPU Utilization in C#
Replies: 1
Views: 665

Re: GPU Utilization in C#

This is a situation that REALLY depends on your usage patterns. As far as I know, most GPUs are optimized for SIMD: single instruction, multiple data. They're extremely good at doing the same thing to a lot of bits of data. So if you're doing a lot of uniform transformations, go for it; but if you'r...
by Ginto8
Mon Jan 09, 2012 8:31 pm
Forum: Programming Discussion
Topic: Again with OpenGL
Replies: 38
Views: 4985

Re: Again with OpenGL

Everything in OpenGL has an X, Y, and Z. The projection matrix usually adds a W (which is technically always there, but isn't really used outside this part of the pipeline), which is then used to convert clip space to normalized device coordinates. Since you seem so interested in the internal workin...
by Ginto8
Mon Jan 09, 2012 8:57 am
Forum: Programming Discussion
Topic: Again with OpenGL
Replies: 38
Views: 4985

Re: Again with OpenGL

You certainly have a knack for asking questions with complicated answers. :lol: Those three functions are all parts of the vertex pipeline (processing the vertices of the polygon before actually drawing them to the screen). The modelview matrix: This transforms the vertices you put in from "mod...
by Ginto8
Sun Jan 08, 2012 7:02 pm
Forum: Programming Discussion
Topic: Again with OpenGL
Replies: 38
Views: 4985

Re: Again with OpenGL

You are asking a lot of questions, all at once, so I'll try to go through one at a time. How do you start? That's too vague a question to answer, so I'm going to assume it was rhetorical. What goes at the beginning of the program? Whatever you want. But if you want to use OpenGL, you're going to hav...
by Ginto8
Wed Jan 04, 2012 2:44 pm
Forum: Programming Discussion
Topic: base class undefined error. Please help!
Replies: 14
Views: 2003

Re: base class undefined error. Please help!

It's actually possible to avoid cyclic include problems without having to include extra things when you include one. ie., if you just have a .h like this: #ifndef HEADER_H #define HEADER_H class Type; //.... #endif Then when including Header.h, you'd also have to include Type.h to provide the compil...
by Ginto8
Sun Jan 01, 2012 11:26 am
Forum: Programming Discussion
Topic: Linux GUI
Replies: 3
Views: 913

Re: Linux GUI

XLib is the main way to go, but it should be noted that there is an alternative: XCB. I haven't used it personally, but I've heard a lot of people (or at least a few very vocal people ;) ) saying that they prefer it over XLib.
by Ginto8
Tue Dec 27, 2011 10:44 pm
Forum: General/Off-Topic
Topic: Languages and linguistics
Replies: 38
Views: 11167

Re: Languages and linguistics

It's ancient greek that I'm dabbling in, and I just got "From Alpha to Omega", the most useful text for the most ancient texts. :lol: But for swedish, I may take you up on that offer ;)
by Ginto8
Tue Dec 27, 2011 10:33 pm
Forum: Game Development
Topic: Ludum Dare #22
Replies: 11
Views: 2967

Re: Ludum Dare #22

Ignore Skomakar'n, he doesn't appreciate the power of wubwubwub. Nice timelapse!
by Ginto8
Sat Dec 24, 2011 6:34 am
Forum: Programming Discussion
Topic: Err... What is this error?
Replies: 8
Views: 2159

Re: Err... What is this error?

ismetteren is exactly right. When you call an overloaded function, the compiler goes through these steps (or something very similar): 1) if there is an exact match (name + parameters), call it 2) if there is a partial match (name + implicitly convertible parameters), call the best matching one 3) th...
by Ginto8
Sat Dec 24, 2011 6:24 am
Forum: Game Development
Topic: Ludum Dare #22
Replies: 11
Views: 2967

Re: Ludum Dare #22

Wow, both of those look... well, beautiful. I'm going to make sure to play them over winter break, provided I don't get distracted by the other games that I've been meaning to play for a while ;) good job guys!
by Ginto8
Tue Dec 13, 2011 2:21 pm
Forum: General/Off-Topic
Topic: Languages and linguistics
Replies: 38
Views: 11167

Re: Languages and linguistics

My list:
  • English: native
  • Japanese: about 2 years on and off, I have a decent grasp but I don't have enough vocabulary yet
  • Latin: 1.5 years, learning in school
  • Greek: just barely starting to dabble
  • Swedish: about the same as Greek
by Ginto8
Tue Dec 06, 2011 9:20 am
Forum: Programming Discussion
Topic: Halp ! T.T
Replies: 11
Views: 1379

Re: Halp ! T.T

Rebornxeno, I just scanned this thread so I don't know if your problem has been solved, but it sounds to me like you're trying to do something similar to base64 encoding, but a little more generic. You can look up base64 implementations (there are plenty out there) and adapt them for more than one p...