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Get to know sprite_hound...  GDNet+
Full Name Matthew 
Nickname sprite_hound 
State/Province, Country Southampton
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Member Since 2/20/2007 6:47:34 PM
GDNet+ Journal http://members.gamedev.net/sprite_hound/journal/
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Some recent topics started on our forums
template class template constructors The code pretty much explains itself. How do I call a value templated class template constructor? template<class T> class TClass { public: template<int S> explicit TClass(T foo): foo(foo) {} private: T foo; }; int m... 
Posted July 12, 2010 6:40:31 PM
texture corruption? I'm experimenting with tessellation shaders in OpenGL 4.0, and am trying to get a vectorfield terrain working. I'm suffering from a problem with my offset and normal textures, but only with the x coordinate on larger textures. It's curre... 
Posted July 2, 2010 7:13:51 PM
glGetFramebufferAttachmentParameteriv Since GL_RED_BITS etc. are deprecated in 3.x, and these are what're currently used in the SDL_GL_GetAttribute() functions, I'm looking for an alternative for querying the default framebuffer. glGetFramebufferAttachmentParameteriv appears to do wha... 
Posted June 12, 2010 6:49:09 PM
boost::signal and copy constructor call I'm confused as to why this code doesn't compile: struct view { }; template<class T> struct behaviour { explicit behaviour(T& t): t(t) {} boost::signals2::signal<void ()> sig; // <-- private: T& t; ... 
Posted May 16, 2010 3:55:38 PM
C++ base member access control Just curious as to why this doesn't compile (Visual Studio 2008): struct Base { void func(int n) {} }; struct Derived : Base { public: template<class T> void func(T const& p) { Base::func(20); } private: using Ba... 
Posted May 12, 2010 5:07:56 PM
Visual Studio 2008 settings + Windows 7 I'm having issues with the VC++ Directories settings and Windows 7. Firstly, the include / library directories etc. seemed to get corrupted somehow, so I reset them, and am attempting to import my settings. Everything other than the "VC++ director... 
Posted March 23, 2010 8:35:18 AM
SDL + GLEW + video resize A couple of basic questions: 1. Do I have to call glewInit a second time after calling SDL_SetVideoMode to resize my window? 2. Will bad things happen if I call glDeleteTextures in the new context with the old ids when there are no textures? th... 
Posted March 26, 2010 9:54:56 AM
typedef char FAR charf I realise this is a basic question, but what does typedef char FAR charf; typedef int FAR intf; //... actually mean. FAR is simply #define FAR. (This is in zconf.h from zlib...) 
Posted March 17, 2010 9:12:36 AM
shaders and uniforms Noobish shader question I'm afraid, but I've not seen anything explicit as to the correct way of doing things. Should I be: a) creating one instance of a shader for each object that uses the shader type, and leaving the uniforms set for that... 
Posted September 14, 2009 8:37:31 AM
Setting up G3D with Code::Blocks [solved] Just wondering if anyone's done this successfully and can offer any tips... I compiled G3D and GL3D myself, adapting the devcpp instructions to code::blocks, and that went fine, giving me libGLG3D.a and libG3D.a. Using a simple g3d test applica... 
Posted May 12, 2007 3:34:41 PM
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Some recent replies made on our forums
How should I release my source code under GPL but not my art/music? It's not that hard to pick an appropriate Creative Commons license. Why not go to the site and look before trying to write your own... 
Posted January 2, 2011 11:12:09 AM
multiple geometry shaders Using the Realtech extensions viewer, it appears that you need a DirectX 11 card for ARB_shader_subroutine (i.e. NVidia 400 series or ATI 5700 series upwards). Edit: Although I'm not convinced that their database is necessarily accurate. 
Posted January 2, 2011 11:00:14 AM
Fighting the (glDraw)Elements You don't appear to be setting up a projection matrix at all (as Erik's already said). 
Posted January 1, 2011 11:11:42 AM
multiple geometry shaders I suggest linking 3 programs once, rather than relinking every frame. I doubt the overhead is much (if at all) greater than switching between 3 programs consisting of vertex / fragment shaders only (i.e. negligible). From the glsl 400... 
Posted January 1, 2011 10:28:39 AM
[source] tags is too large if the code itself isn't really large. pre-text int main(int, char*[]) {} post-text I think this is about as small as it gets (all on one line) - note that editing sometimes seems to insert extra line breaks in it. 
Posted January 1, 2011 8:47:09 AM
Terrain Lighting Per Vertex - Looks Terrible Quote:Original post by swiftcoder Quote:Original post by sprite_hound As Rubicon said, I'm not sure you can really fix the problem by changing the way normals are calculated.Wait... what? Of course you can. Do you think all lighting looked like thi... 
Posted December 29, 2010 9:52:12 AM
Terrain Lighting Per Vertex - Looks Terrible As Rubicon said, I'm not sure you can really fix the problem by changing the way normals are calculated. Personally I'd suggest the best method of "fixing" it would be to add a nice LOD system to your terrain renderer, so that the number of triang... 
Posted December 29, 2010 7:26:06 AM
gzip uncompressed file size Quote:Original post by fitfool Quote:Original post by sprite_hound Well, if the original file size is less than 2^32 (512 megabytes if that's 2^32 bits) then the original file size is equal to the original file size modulo 2^32. If your original... 
Posted December 26, 2010 2:50:15 PM
gzip uncompressed file size Well, if the original file size is less than 2^32 (4 gigabytes if that's 2^32 bytes) then the original file size is equal to the original file size modulo 2^32. If your original file size is greater than 4 gigabytes you can't find out what size th... 
Posted December 26, 2010 2:32:39 PM
Geometry shader, point sprites to spheres A few comments / suggestions: You're outputting a varying "coord" which isn't picked up at all by the fragment shader. The calculation of the last positions in the geometry shader is bizarre - what is this meant to do? Also, I'm not sure how ma... 
Posted December 23, 2010 12:23:42 PM
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