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878647 Posts in 32931 Topics- by 24339 Members - Latest Member: Nexrage

May 22, 2013, 10:56:27 AM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)The grumpy old programmer room
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Author Topic: The grumpy old programmer room  (Read 306448 times)
Ludophonic
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« Reply #2565 on: August 10, 2011, 10:23:19 PM »

I really don't know HOW it could link an ARM app with an i386 app, but removing the folder from its reach, it worked.
If you're running under the simulator, it actually compiles an i386 version of your iOS to execute.
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_Tommo_
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« Reply #2566 on: August 11, 2011, 01:14:57 AM »

If you're running under the simulator, it actually compiles an i386 version of your iOS to execute.

I know, but this happened on the device... I'm not sure that the situation was that exactly, but at least now it works as it should.
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mcc
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« Reply #2567 on: August 11, 2011, 10:36:20 AM »

That is bizarre. Maybe something got really messed up with your target build phases? (In other words Xcode bug)
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epcc
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« Reply #2568 on: August 11, 2011, 12:56:37 PM »

Three days of stencil shadows, all my code looks like a battlefield because of debugging and the shadows aren't still working Sad
really considering shadow maps now;
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Ludophonic
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« Reply #2569 on: August 11, 2011, 02:49:35 PM »

I know, but this happened on the device... I'm not sure that the situation was that exactly, but at least now it works as it should.
I agree with mcc, that is bizarre.
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_Tommo_
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« Reply #2570 on: August 11, 2011, 04:28:07 PM »

I really don't know, it is also possibile that it got some old headers from the framework while compiling the .cpp from the project...
It will remain unsolved as I won't recreate the problem  Giggle
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increpare
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« Reply #2571 on: August 12, 2011, 07:27:48 AM »

Trying to implement an algorithm from a paper.  Looked pretty tractable, though there was one small bit at the start that was glossed over by a diagram, that I didn't really follow.  Almost all other papers on this use the same diagram rather than explaining what it is going on.  I finally found one that gave a presentation of a certain portion of what the diagram was about, and it's by far the most complicated/intricate part of the algorithm  Big Laff
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TobiasW
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« Reply #2572 on: August 13, 2011, 03:37:41 AM »

Programmer>>>This is future for me.
Sorry to burst your bubble, but I haven't seen a single spambot who became a programmer.

(Also... Signatures: That's not how you do them.)
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BorisTheBrave
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« Reply #2573 on: August 13, 2011, 03:50:29 AM »

Sorry to burst your bubble, but I haven't seen a single spambot who became a programmer.
Judging by some of the code I've had to fix up at work, I've seen several.
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rivon
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« Reply #2574 on: August 14, 2011, 08:57:35 AM »

Three days of stencil shadows, all my code looks like a battlefield because of debugging and the shadows aren't still working Sad
really considering shadow maps now;
Why don't you use some engine like OGRE which has these things sorted out?
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epcc
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« Reply #2575 on: August 15, 2011, 11:37:30 AM »

i'm doing this in D, and porting ogre to D would be even more painful. there are some other engines for D, but they all are either work in progress or abandoned. also, none of them implements stencil shadows.
also, ogre is too heavy for my needs, i don't need scripted materials and 5 different ways to do bone animation and shadows. i don't even want bone animation.

now my shadows are looking a bit like stencil shadows, but still glitchy. if i can't get them fixed by friday, i'll try shadow maps.
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rivon
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« Reply #2576 on: August 15, 2011, 12:00:34 PM »

D can use C/C++ libraries quite easily, can't it? There's other engines of course. I just mentined OGRE because it's one of the most complete, known, stable engine.
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zacaj
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« Reply #2577 on: August 15, 2011, 12:13:51 PM »

i'm doing this in D, and porting ogre to D would be even more painful. there are some other engines for D, but they all are either work in progress or abandoned. also, none of them implements stencil shadows.
also, ogre is too heavy for my needs, i don't need scripted materials and 5 different ways to do bone animation and shadows. i don't even want bone animation.

now my shadows are looking a bit like stencil shadows, but still glitchy. if i can't get them fixed by friday, i'll try shadow maps.
Is there a specific reason youre using stencil shadows?  Id heard that basically no one uses them now, because on new hardware theyre less efficient, cant handle alpha blending, and have lots of edge cases
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epcc
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« Reply #2578 on: August 15, 2011, 12:58:17 PM »

D still needs a wrapper for c++'s objects, but it can use c libraries.
i chose stencil shadows, because i'm trying to make everything look like those black and white mangas, and hard shadows should fit there better.
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rivon
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« Reply #2579 on: August 16, 2011, 02:01:05 AM »

You can do that with texture shadows too AFAIK.
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