Matyas —
Hi everyone! On Day 472, Casey separates the win32 message loop from the actual game loop by movin…
The next installment of RemedyBG, 0.2.7.3, is now available for download.Fixed crash in call stack…
Thanks for your response, especially for detailing the problem solving process.
yes i think i understand, does this work better if i know how much space i’ll need before hand? …
On line 37 you are creating a local variable called "BitmapInfo", but what you want to do is to mo…
I believe he means that you would just have a single VBO on the OpenGL side that is large enough t…
After testing some stuff with with virtual functions in classes I think I understand the problem a…
Hi, new to the forums as well as c graphics programming on windows. I've been following HMH with g…
thanks martins, when you say use one buffer for everything does that mean one vbo is shared with p…
Yes, glBufferData internally allocates new memory and uploads data to this place. Old memory is ke…
I am doing instancing in opengl using vbos to store the per frame data (like matrix, color tint, e…
Yeah, that's true. I actually explicitly added the copy constructor and assignment operator for d…
it's a member-by-member copy so it may as well be removed.
Typically mark-and-sweep collectors like this does compacting after scanning of heaps. So there is…
OP has custom copy operator in Timer class. That means he needs to implement move assignment/const…
sounds like a tradeoff between per-object overhead and false positives of an dead value in an live…
Actually rule of 0 is better here, if your member fields all handle rule of 5 correctly there is …
Did you change -Od to -O2 to enable compiler optimizations?
Just start a search and press CTRL + Return or CTRL + TAB. Sorry for saying it wasn't possible.[/…
Hey everyone, I downloaded the source/assets for the first time. It compiled fine and took its swe…
Agree very nice post, maybe could put it in the wiki as a reference?
bewwys —
Basically, it has a minor heap and major heap where objects are deallocated in blocks. Objects hav…
Move construction is as easy as that only if you correctly implement actual move constructor and m…
Ah! Data alignment.. I should have thought of that. I've dealt with this issue many times before, …
What is rbx value on that second screenshot? If it is not 16 byte aligned, then your issue may be …
No, the crash does not happen across DLL reload. It's during the same session. I have spent a fair…
Hi Simon! Thanks for your observations. I suppose I really have to read more digital signal proces…
std::function does not copy executable code. That would be too much overhead and would not work on…
Hello. I have an issue where I get a crash when starting a custom-built timer for my game, but in…