Start: 10:00
- Finished drawing the circuit.
- Need to make sure power works from the adapter.
- Need to make sure that the circuit is correct.
End 6:00
Start: 10:00
End 6:00
7:30 – 11:00 VISIBILITY
11:00 – 4:00 FP
Here’s the code in question
static enum TRANSFORM_MODE{UNAVAILABLE, HIT, MISS};
TRANSFORM_MODE pickResult(){
GLint result;
glGetQueryObjectiv(drawQuery, GL_QUERY_RESULT_AVAILABLE, &result);
if(result == 0)
return UNAVAILABLE; // always returns this
glGetQueryObjectiv(drawQuery, GL_QUERY_RESULT, &result); // slows down rendering once called.
if(result)
return HIT;
else
return MISS;
};
Start: 10:00
End: 6:00
8:00 – 12:00 visibility
12:00 – 5:30FP
void Gl_ShaderWindow::setPickMatrix(GLdouble x, GLdouble y, GLdouble deltax, GLdouble deltay, GLint viewport[4])
{
projectionMatrix.PushMatrix();
if (deltax <= 0 || deltay <= 0) {
return;
}
projectionMatrix.LoadIdentity();
/* Translate and scale the picked region to the entire window */
projectionMatrix.Translate((viewport[2] - 2 * (x - viewport[0])) / deltax, (viewport[3] - 2 * (y - viewport[1])) / deltay, 0);
projectionMatrix.Scale(viewport[2] / deltax, viewport[3] / deltay, 1.0);
projectionMatrix.MultMatrix(viewFrustum.GetProjectionMatrix());
}
Start: 10:00
End: 6:00
8:00 – 3:30 FP
glGetIntegerv(GL_MAX_UNIFORM_BUFFERS) glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS)
glGetUniformBlockIndex(GLuint program, const GLchar * uniformBlockName);
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
void glGenQueries(GLsizei n, GLuint *ids)
Gluint myQueries[10];
glGenQueries(10, myQueries);
for(int i = 0; i < 10; ++i){
if(myQueries[i] == 0)
// throw an error
}
// run queries
glBeginQuery(GL_ANY_SAMPLES_PASSED, myQueries);
glEndQuery(GL_ANY_SAMPLES_PASSED);
// usually this should be available immediately, but be careful to handle the case if it isn't
glGetQueryObjectuiv(myQueries[0], GL_QUERY_RESULT_AVAILABLE, &result);
if(result == GL_TRUE)
glGetQueryObjectuiv(myQueries[0], GL_QUERY_RESULT, &result);
// do something based on the result
// then when done...
glDeleteQueries(10, myQueries); // free up space for more queries
GLint viewport[4]; float ratio; glSelectBuffer(BUFSIZE,selectBuf); glGetIntegerv(GL_VIEWPORT,viewport); glRenderMode(GL_SELECT); glInitNames(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); gluPickMatrix(cursorX,viewport[3]-cursorY,5,5,viewport); ratio = (viewport[2]+0.0) / viewport[3]; gluPerspective(45,ratio,0.1,1000); glMatrixMode(GL_MODELVIEW);
Start: 10:15
End:6:15
8:00 – 9:30 VISIBILITY
9:30 – 4:30 FP

Start: 10:00
End 6:00
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