Showing posts with label Babble. Show all posts
Showing posts with label Babble. Show all posts

Wednesday, 21 February 2007

Blast from the Past

Remember this? Amazing isn't...

Sunday, 28 January 2007

When Linux Attacks

Linux as bit my arse for the last time, but it took a big chunk of my fatty deposits with it as it chew helplessly on my harddisk.

The result is a complete format with the installation of Windows 2003 x64 Professional. And to my surprise, its dam quicker! The TestShadowVolumesStress used to run at 30ish FPS on Windows XP home edition (same HW and same driver, except this on is x64 the other was x86), it now runs at a smooth 83fps.

What I did manage to learn from this is two folds:

  1. Always back your data (As mentioned last time by KappaOne on #lwjgl)
  2. Repeat 1
  3. Windows has some security feature in which you cannot access your Documents and Settings from another computer to back your data up if your username is password protected

Cool!

Tuesday, 23 January 2007

Generics are confusing!

;ALSDKH;ABNOI;OSGABSODFGASNBAGUNHAHAGBOATBWOH;

Thats how I feel about Generics at the moment!

The method getRenderAtom(Class) in the type Profile is not applicable for the arguments (Class)

Although Directional-f***ing-Light extends a class that implements IRenderable. Go F yourself up the arsehol Java Generics/Eclipse (who ever is at fault)

Wednesday, 3 January 2007

Conspiracies I say!

Thats right, new year is a conspiracy in order for us to leave the comfort of our homes and go look at shiny things that like to go pop. I am ofcourse talking about firewoks. What happens in your home while you are gone is a completely different story. Little minions crawl out of the pores on your couch and re-arrange your pots of chocolate into a less decorated mess...

Aaaanyway, I finally found a solution to the RenderBin bug; Each Shape has a Material which inturn has many Passes. The problem was extracting the Pass and coupling it with the shape it represents. This eventually meant that a new Shape/Pass pairing had to be per pass per object per frame! The number of objects that were created was herrendous.

The solution was, as kindly donated by kevglass, was to get rid of Material and introduce the Passes straight into Shape. But, when introducting this, you create a Map.Entry that takes the shape and the pass you want to add. Then, the RenderBin can use these pairings to render. Near zero objection creation! Yay!