Search found 387 matches

by qpHalcy0n
Thu Dec 02, 2010 2:12 pm
Forum: Programming Discussion
Topic: OpenGL and Vsync
Replies: 31
Views: 3438

Re: OpenGL and Vsync

Well, with an attitude like that you're CERTAINLY not getting anymore help from me.

Intel video drivers are notoriously terrible. I'm going to be 99% certain the swap extensions do not work on the intel chips, which is how the SDL swap interval is exposed. Sorry.
by qpHalcy0n
Thu Dec 02, 2010 1:59 pm
Forum: Programming Discussion
Topic: OpenGL and Vsync
Replies: 31
Views: 3438

Re: OpenGL and Vsync

Don't wear your heart on your sleeve ;) Nobody's making fun, but if anyone's going to help you need to pay attention and make an attempt to answer what we're asking. Secondly, don't "No shit" people who are trying to help you, kid. Chill out and show some courtesy or you'll get no help at ...
by qpHalcy0n
Thu Dec 02, 2010 12:56 pm
Forum: Programming Discussion
Topic: OpenGL and Vsync
Replies: 31
Views: 3438

Re: OpenGL and Vsync

You're terrible at answering questions :]

nVidia, ati, intel?

windows? Linux?
by qpHalcy0n
Thu Dec 02, 2010 11:28 am
Forum: Programming Discussion
Topic: OpenGL and Vsync
Replies: 31
Views: 3438

Re: OpenGL and Vsync

Heh, you're right. The issue IS NOT glut. You've missed the point of my post then :P The issue is not glut because glut is horrendously outdated and has never handled vsync correctly to begin with. Like I said, if you're writing an engine around these frameworks, be it glut, SDL, or SFML you just MU...
by qpHalcy0n
Thu Dec 02, 2010 8:59 am
Forum: Programming Discussion
Topic: OpenGL and Vsync
Replies: 31
Views: 3438

Re: OpenGL and Vsync

Have you cut SDL out of the loop? Have you tried any of the things I said to try?
by qpHalcy0n
Wed Dec 01, 2010 10:39 pm
Forum: Programming Discussion
Topic: Simple spacial hashing method terribly slow
Replies: 7
Views: 776

Re: Simple spacial hashing method terribly slow

Well thats good though because effective code profiling is going to save you TONS of time and if you can make sense of it will bring you to what REALLY makes for efficient code instead of making presumptions about what makes efficient code. The results are commonly very surprising ;) This is part of...
by qpHalcy0n
Wed Dec 01, 2010 12:06 pm
Forum: Programming Discussion
Topic: Simple spacial hashing method terribly slow
Replies: 7
Views: 776

Re: Simple spacial hashing method terribly slow

On a DX graphics device, which is what an XNA device fundamentally is, spending excessive amounts of time in Present is not indicative of being inefficient graphically. Precisely the opposite normally. Now, I do stress "normally". :) Without anymore code or a more worthwhile profile it'd b...
by qpHalcy0n
Sun Nov 28, 2010 11:16 pm
Forum: Programming Discussion
Topic: Can i get your opinion? [TL;DR post].
Replies: 15
Views: 2831

Re: Can i get your opinion? [TL;DR post].

Alright, so this is a loaded question and a tough one to answer because there's so many different ways this can go. I've had several years experience as a graphics programmer in the industry so hopefully I can shed a little light on the matter. One of the primary complaints coming from companies emp...
by qpHalcy0n
Mon Nov 08, 2010 6:00 pm
Forum: General/Off-Topic
Topic: Do you think big name developers have gotten lazy?
Replies: 16
Views: 3930

Re: Do you think big name developers have gotten lazy?

This whole first paragraph is you just putting words in my mouth. You must have be pegged ALL wrong. That wasn't the intent at all. I don't believe your post is out of context, I believe that you misread the TONE of my post, and since you called me arrogant...I can't help but believe this is the cas...
by qpHalcy0n
Mon Nov 08, 2010 5:04 pm
Forum: Programming Discussion
Topic: array vs vector
Replies: 2
Views: 518

Re: array vs vector

In C++ the std::vector is closer to a standard contiguously allocated array type. There is penalty for out of order insertion, out of order access and resizing. If you treat an std::vector similarly to a regular ol' array, you won't see much difference in performance. std::list is closer to the Arra...
by qpHalcy0n
Mon Nov 08, 2010 12:19 pm
Forum: General/Off-Topic
Topic: Do you think big name developers have gotten lazy?
Replies: 16
Views: 3930

Re: Do you think big name developers have gotten lazy?

Hey, slow down there, cowboy. Nobody's getting personal here, so let's try to keep the jabs to a minimum. Those who frequent the *IRC CHANNEL*....know that I take joking jabs at those who I know are younger and sometimes show it. The joke is that I often act far more immature than even the youngest ...
by qpHalcy0n
Sun Nov 07, 2010 11:07 am
Forum: General/Off-Topic
Topic: Do you think big name developers have gotten lazy?
Replies: 16
Views: 3930

Re: Do you think big name developers have gotten lazy?

I have to disagree here. The unfortunate fact of the matter is that games are orders of magnitude more complex than even DC and PS games and what have you. We're talking teams numbering over 100 responsible for creating these monoliths. The technology is also orders of magnitude more advanced as is ...
by qpHalcy0n
Thu Oct 28, 2010 9:54 am
Forum: Art, Music, and Design
Topic: Philosophical gaming
Replies: 10
Views: 2492

Re: Philosophical gaming

Interesting indeed.

Would be a hard question to answer as I'm not even sure that I know the answer to "What *IS* the nature of man?" :]
Not sure what constitutes "man nature" :P
by qpHalcy0n
Wed Oct 27, 2010 9:40 am
Forum: Programming Discussion
Topic: getting texture information from openGL
Replies: 9
Views: 895

Re: getting texture information from openGL

I'm being objective in answering the question that was asked :] (I'll bet you two will do just horribly on college tests ;))

If the question were asking for opinions about how to structure a proper image processing lib...well I can yapp your head off about that one :P
by qpHalcy0n
Mon Oct 25, 2010 10:49 pm
Forum: Game Development
Topic: OpenGL Help
Replies: 18
Views: 2677

Re: OpenGL Help

glEnable(GL_BLEND); // Enable alpha blending
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Will work for what you're doing....

Turn off blending or set it back when you're done rendering transparent faces.