Usually, it pays off to keep visualisation code separate from code for state and logic, where visualisation depends on state and state is unaware of visualisation. However, someโฆ
3ย years, 5ย months ago
Usually, it pays off to keep visualisation code separate from code for state and logic, where visualisation depends on state and state is unaware of visualisation. However, someโฆ
3ย years, 5ย months ago
7ย years, 9ย months ago
Thanks for the help, everybody! For the ones interested, splitting up the steps shows that it really is in the push(/emplace)_back() calls: Using a light breeze's suggestion, FPโฆ
7ย years, 9ย months ago
7ย years, 9ย months ago
I started working on a raytracer project (again) and ran into a problem when compiling a Debug configuration. All I have at the moment is a set of pixels in float RGB format thaโฆ
7ย years, 9ย months ago
Hi! I first create a lookup-table for a transfer function and then try to upload it as a 1D texture as follows: for (unsigned i = 0; i < 1024; i++) tfm0[i] = qfeGetProbabโฆ
10ย years, 9ย months ago
Usually, it pays off to keep visualisation code separate from code for state and logic, where visualisation depends on state โฆ
3ย years, 5ย months ago
Thanks for the help, everybody! For the ones interested, splitting up the steps shows that it really is in the โฆ
7ย years, 9ย months ago
Thanks for the suggestions! Sadly, setting iterator debug level to 0 made no difference. Seems that range checking on the โฆ
7ย years, 9ย months ago
GameDev.net uses cookies to ensure you have the best experience on our platform. Learn more