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glBegin() glEnd()

Name: Anonymous 2015-10-24 9:52

That's a nice API you got there.

Name: Anonymous 2015-10-24 10:35

REALLY FUNNY POST HAHAHA >LE "GOOD API" POST

/G/RO GRO EGGWING GROOOOO

Name: Anonymous 2015-10-24 11:10

>>2

I didn't know that was a thing. I honestly like glBegin() glEnd().

I DO

I'm posting here instead of programming, and that is a problem in and of itself.

Name: Mentifex 2015-10-24 11:40

esse (Latin for AI & Robotics Majors)

sum -- Cogito ergo sum.

es -- Pater noster, qui es in coelis

est -- De gustibus non est disputandum.

sumus -- Gaudeamus igitur, juvenes dum sumus.

estis -- Vos estis sal terrae.

sunt -- Entia non sunt multiplicanda praeter necessitatem.

https://groups.google.com/d/msg/comp.ai.nat-lang/Ciio35Uk8qE/fdomQyd8CgAJ

https://groups.google.com/d/msg/de.sci.informatik.ki/_SewLH47-1I/dsKuA1JGBwAJ

Name: Anonymous 2015-10-24 12:37

>>4
What about fui et erat?

Name: Anonymous 2015-10-24 16:39

Never do a NeHe, it's awful outdated shit.
You want big fat buffer objects with all your vertices laid out for drawing in a few draw calls. (And you probably want your engine to do it for you.)

Name: Anonymous 2015-10-24 18:13

>>1
You are right, they should have done something like gl(void (*callback)(void *), void *)

Name: Anonymous 2015-10-25 6:44

>>7
Then you would need a global state, to pass a vector and have the caller interpret them (hoping they are in the correct order). What a pain in the balls.

Name: Anonymous 2015-10-25 7:22

>>8
what are you talking about?

Name: Anonymous 2015-10-25 8:28

glBegin()

jajaja das ist gut

glEnd()

conversazionalita

Name: Anonymous 2015-10-25 10:26

glBegin(); {

jajaja das ist gut

} glEnd();

Name: Anonymous 2015-10-25 10:29

>>8
What the fuck are you talking about?

Name: Anonymous 2015-10-25 10:34

#define gl(...) do { glBegin(); { __VA_ARGS__ } glEnd(); } while (0)

gl(jajaja das ist gut);

Name: Anonymous 2015-10-25 11:49

>>11
>>13

I like you guys. I am pleased to be in your company.

Name: Anonymous 2015-10-25 14:58

grBeginCommandBuffer(initDataCmdBuffer, 0);

GR_MEMORY_STATE_TRANSITION dataTransition = {};
dataTransition.mem = vertexDataMemory;
dataTransition.oldState = GR_MEMORY_STATE_DATA_TRANSFER;
dataTransition.newState = GR_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY;
dataTransition.offset = 0;
dataTransition.regionSize = sizeof(vertices);

grCmdPrepareMemoryRegions(initDataCmdBuffer, 1, &dataTransition);

grEndCommandBuffer(initDataCmdBuffer);

Name: Anonymous 2015-10-25 17:39

(define-syntax gl-block
(syntax-rules ()
((gl-block <action> ...)
(begin (gl-begin)
<action> ...
(gl-end)))))
(gl-block
(jajaja das ist gut))

Name: Anonymous 2015-10-25 17:39

(define-syntax gl-block
(syntax-rules ()
((gl-block <action> ...)
(begin (gl-begin)
<action> ...
(gl-end)))))
(gl-block
(jajaja das ist gut))

Name: Anonymous 2015-10-29 9:40

>>15
This guy gets it.

Name: Guido 2015-10-30 7:32

>>15
LOL.. what.. you think the P in API stands for Python or something? Because why else would you ident perfectly good code all funny like that..

Don't change these.
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