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Hello, 1st of all sorry for my bad english im french :P ive browsed the web while searching a CSG tutorial and i found a good one here (the only one !), thanks for it :). I'll put it in my engine via the "Unreal Tournament" way (1st operation must be substractive).
I've also seen that the tutorials are builded for devc++. If u want Alan, i can port them to VC++ 6.0/Win32 and/or VC++ 6.0/GLUT, so you'll be able to gather a larger community to your website !
Regards MASKwarE
Sept 4, 2003Sept 7, 2003Sept 15, 2003Sept 17, 2003Sept 3, 2003Sept 4, 2003, 9:36am ยป [Quote] < G'day MASkwarE < < Welcome aboard. That sounds great, as I know VC++6 is used by the majority of Win32 coders. A Glut version would be nice but it isn't a priority as more people prefer SDL to Glut these days, but the thought was very nice. Perhaps a tutorial on how to compile the code under VC++6 would help in the mean time, linking should be easy as you only have to include the main.cpp to the project, I would be happy to help edit the tutorial. < < There is no rush however, I take my time between updates while I attend to family and other pursuits. I know you have your own work to do so when you have some free time would be good. < < I do plan to release the subtraction part of the CSG tutorial but it relies on an untested hack to sort out any coplanar polygons... but I have seen it work in the FreeWorld editor in most cases so it will most likely be released soon. < < Thankfully < Alan < < < < Ill write a tutorial and create the vc++ projects when Ill got time, the differences between the compilers are minor. < Why have you made them "compileable" (sorry 4 my english again :P) threw main.cpp only ? That's rather strange, because when you try to include other files into the project, many error appears, due to dependencies between files. < B4 leave, a question : Have you already write pixel/vertex shaders ? What do you think about nVidia Cg and ATi Rendermonkey ? < < Regards, < MASkwarE < < < < Hi < < Two reasons, the first was because I was new to c/c++ programming and didn't think it was important, the second is just laziness as I didn't have to fill in header files full of forward declarations because I knew the code well and its dependencies. I'll do the right thing when I settle down to rewrite the programs. < < I also wanted to make the code lite on C++ for portability and to make it easier to rip, hence the globals etc. Whether it has helped or not I cannot say. As far as your other questions, I haven't programmed vertex shaders or used the others. My attention has been solely directed in other directions and I've missed a lot of what is new these days. < < Seeya < Al < < < < Okay :) U should try a look to the ps/vs shaders, they are the future ! It could really speed up the rendering for the fx effects and the syntax in Cg is very cool ! < < < < I have been looking into shaders lightly lately, and as Lp pointed out on the OpenGL Game Development board, they will be standard in the next version of OpenGL. I still have a bit of work to do with the FreeWorld editor which will keep me busy for a while since I don't have access to the source or tutorials for many of the techniques required to get it to a basic working state. I've been about ten years behind the times since I began programming so being late to pick up the latest new thing is nothing new, though I am probably not that far behind these days. 4WEPKm <a href="http://dtlxmjsjhzew.com/">dtlxmjsjhzew</a>, [url=http://nnrkvkfglzyf.com/]nnrkvkfglzyf[/url], [link=http://cwwuksxiteng.com/]cwwuksxiteng[/link], http://mzztlurpreqk.com/
