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Some recent topics started on our forums |
Cocoa/Objective-C memory leak when printing
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Hi!
I have spend the last few days trying to find a memory leak in my code. Instruments (the Apple tool that detects memory leaks, among other things) reports leaked memory when printing from my app. I could not find the leaking code so I made a r... |
Posted August 26, 2010 1:27:27 PM
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[DX10] Multiple viewports.
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Hi!
I am trying to implement multiple viewports in my game engine. It kind of works, but I cannot seem to find any info on how to draw the graphics so that one viewport can be "on top" or "below" another. Eg. I might have one viewpo... |
Posted August 10, 2010 2:07:29 PM
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Problem with adding pointer to std::map
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I am implementing a resource pack system into my engine, where you can request resource packs from the resource manager, by giving it the name of the pack. For this I decided to use the std::map container since it makes it easy to get an element by k... |
Posted July 12, 2010 4:09:36 PM
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Please comment on this memory chunk allocator
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Hi!
I have started playing around with memory allocators for game engines after reading Jason Gregory's Game Engine Architecture book. One of the types of allocators he mentions is a chunk allocator, in which the allocator class maintains a li... |
Posted June 30, 2010 8:55:38 AM
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C++ Stack allocators - data alignment and sizeof
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Hey there!
I'm trying to write a simple stack allocator for my game engine. As I understand the objects that are allocated should be aligned according to how much memory they need. Integers are (usually) four bytes wide and so should only res... |
Posted June 27, 2010 1:26:46 PM
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[DX10] Obj files and index/vertex buffers
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Hi!
I have written a small obj file loader for DX10, which loads the data and creates an ID3DX10Mesh used for drawing. The loader works quite well, and I am able to load meshes with multiple groups and textures just fine. I do have a question abou... |
Posted June 6, 2010 8:37:37 AM
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Strange SVN commit problem
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Hi!
I am having problems committing a Google Ads library file to SVN. The filename is libGoogleAds.a and when adding it to a folder TortoiseSVN is automatically giving it the "ignore" icon. There are no ignore properties set for .a files in the wo... |
Posted June 2, 2010 8:46:56 AM
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[DX10] "Invalid parameter passed to C runtime function" when creating my device.
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Hi!
I have followed Bobby Anguelov's tutorials at http://takinginitiative.wordpress.com/ for help creating a small graphics engine. The engine works great except that I get the message "Invalid parameter passed to C runtime function." in the outpu... |
Posted May 23, 2010 2:02:25 PM
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Is this singleton thread safe?
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I have searched the internet for some C++ singleton patterns, and have come across some that are mentioned as thread safe and some non thread safe, but I have not really understood what it is that makes a certain pattern thread safe. I have, in my pr... |
Posted March 22, 2010 2:23:40 AM
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The Sketchy Project
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Yo!
The Sketchy Project is a game prototype/tech demo I have been working on for a while now. The project was born when I bought a Wacom Bamboo pen tablet and wanted to draw game graphics. As a programmer I don't draw very well, so I had to c... |
Posted September 14, 2009 10:42:41 AM
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View All Topics Started By This User
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Some recent replies made on our forums |
3D game engine for C++
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I highly recommend Ogre.
http://www.ogre3d.org/ |
Posted October 3, 2010 3:36:58 AM
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Script language with C++ grammar
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I'm not aware of any scripting language that would have C++ grammar, but if you like Lua you might want to try Squirrel:
http://www.squirrel-lang.org/
It is inspired by Lua but it looks a little bit more like a C-based language. Im curious, why... |
Posted September 23, 2010 1:24:14 AM
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[DX10] Multiple viewports.
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Phew, that's a lot of stuff. I cannot honestly say I know how to do all that, but at least now I know where to start. Thanks! |
Posted August 12, 2010 2:21:30 AM
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[DX10] Multiple viewports.
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Yeah well, I still cannot get it working. Since my render target view essentially is a resource view into the back buffer getting two views to that and then clearing them separately does not make any difference since the underlying buffer is the same... |
Posted August 11, 2010 2:09:03 PM
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[DX10] Multiple viewports.
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I guess this is a difference with D3D9 and D3D10. From the ID3D10Device::ClearRenderTargetView documentation:
"Differences between Direct3D 9 and Direct3D 10:
Unlike Direct3D 9, the full extent of the resource view is always cleared. Viewport a... |
Posted August 11, 2010 8:43:07 AM
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[DX10] Multiple viewports.
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That might very well be the case. I never thought that I would need separate depth buffers for every viewport, but that of course makes perfect sense. I'll try that later tonight. |
Posted August 11, 2010 5:45:17 AM
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[DX10] Multiple viewports.
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So, this is my render() method:
void Renderer::render()
{
// Clear scene.
mDevice->ClearRenderTargetView(mRenderTargetView, D3DXCOLOR(0, 0, 0, 0));
mDevice->ClearDepthStencilView(mDepthStencilView, D3D10_CLEAR_DEPTH, 1.0f, 0 );
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Posted August 10, 2010 2:23:55 PM
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[DX10] Multiple viewports.
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Sorry, I messed up and somehow posted twice. Can you remove this post, thanks!
EDIT: So, they removed the other one...nevermind :) |
Posted August 10, 2010 2:08:08 PM
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Tool Creation
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I am also working on a game engine and I have written a tool for managing al kinds of resources, not just shaders and models, but also scripts, sounds etc. The game engine is written in C++ and Lua but the tool is written in C# using Windows For... |
Posted August 7, 2010 4:24:25 PM
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Beginning DirectX 10: Why my test program uses up 50% dual-core CPU?
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This is expected behavior, and you did not really do anything "wrong". As Hodgman already stated, you are telling the computer to fill your window with a single color as fast as it can, which effectively eats up all the power of a single core. This,... |
Posted August 7, 2010 6:18:51 AM
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View All Replies Made By This User
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