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	<title>Comments for Lighthouse3d.com</title>
	<atom:link href="http://www.lighthouse3d.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.lighthouse3d.com</link>
	<description>Mostly about 3D graphics</description>
	<lastBuildDate>Mon, 20 Feb 2012 17:05:38 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
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	<item>
		<title>Comment on Setup Basics by Nathan</title>
		<link>http://www.lighthouse3d.com/tutorials/glut-tutorial/setup-basics/#comment-10111</link>
		<dc:creator>Nathan</dc:creator>
		<pubDate>Mon, 20 Feb 2012 17:05:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.lighthouse3d.com/?page_id=606#comment-10111</guid>
		<description>Thanks for the instruction on removing the console window!  That was huge for me.  I don&#039;t know why this isn&#039;t in more tutorials as I think most people would be using Microsft Visual Studio.</description>
		<content:encoded><![CDATA[<p>Thanks for the instruction on removing the console window!  That was huge for me.  I don&#8217;t know why this isn&#8217;t in more tutorials as I think most people would be using Microsft Visual Studio.</p>
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	</item>
	<item>
		<title>Comment on GLUT Tutorial by anonymous</title>
		<link>http://www.lighthouse3d.com/tutorials/glut-tutorial/#comment-10104</link>
		<dc:creator>anonymous</dc:creator>
		<pubDate>Mon, 20 Feb 2012 12:30:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.lighthouse3d.com/?page_id=600#comment-10104</guid>
		<description>Hi there, Thank you very much for taking the time to write this. Cheers, it&#039;s big help. thanks again.</description>
		<content:encoded><![CDATA[<p>Hi there, Thank you very much for taking the time to write this. Cheers, it&#8217;s big help. thanks again.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Keyboard Example: Moving the Camera by %$&#38;#YEAH</title>
		<link>http://www.lighthouse3d.com/tutorials/glut-tutorial/keyboard-example-moving-around-the-world/#comment-10097</link>
		<dc:creator>%$&#38;#YEAH</dc:creator>
		<pubDate>Mon, 20 Feb 2012 08:32:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.lighthouse3d.com/?page_id=771#comment-10097</guid>
		<description>%$&amp;# yeah... This is best tutorial I have ever got... THANKS MAAAAN!!!!</description>
		<content:encoded><![CDATA[<p>%$&# yeah&#8230; This is best tutorial I have ever got&#8230; THANKS MAAAAN!!!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Importing 3D Models with Assimp by John</title>
		<link>http://www.lighthouse3d.com/cg-topics/code-samples/importing-3d-models-with-assimp/#comment-10045</link>
		<dc:creator>John</dc:creator>
		<pubDate>Sat, 18 Feb 2012 13:38:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.lighthouse3d.com/?page_id=1694#comment-10045</guid>
		<description>i am getting an unhandled exception 
Unhandled exception at 0x01e6e620 in Adv_Graphics.exe: 0xC0000005: Access violation reading location 0x00000000.

its in the line 26 of the Model Render code
 // draw
        glDrawElements(GL_TRIANGLES,myMeshes[nd-&gt;mMeshes[n]].numFaces*3,GL_UNSIGNED_INT,0);

pls help</description>
		<content:encoded><![CDATA[<p>i am getting an unhandled exception<br />
Unhandled exception at 0x01e6e620 in Adv_Graphics.exe: 0xC0000005: Access violation reading location 0&#215;00000000.</p>
<p>its in the line 26 of the Model Render code<br />
 // draw<br />
        glDrawElements(GL_TRIANGLES,myMeshes[nd-&gt;mMeshes[n]].numFaces*3,GL_UNSIGNED_INT,0);</p>
<p>pls help</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Importing 3D Models with Assimp by John</title>
		<link>http://www.lighthouse3d.com/cg-topics/code-samples/importing-3d-models-with-assimp/#comment-10043</link>
		<dc:creator>John</dc:creator>
		<pubDate>Sat, 18 Feb 2012 12:55:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.lighthouse3d.com/?page_id=1694#comment-10043</guid>
		<description>I was trying to run the program. but i got a breakpoint 

#undef _CrtDbgBreak

/* These methods don&#039;t need a separate
   wchar version. Hence they need to be compiled only once from
   the original file */

_CRTIMP void _cdecl _CrtDbgBreak(
    void
    )
{
    __debugbreak();
}


can u please help</description>
		<content:encoded><![CDATA[<p>I was trying to run the program. but i got a breakpoint </p>
<p>#undef _CrtDbgBreak</p>
<p>/* These methods don&#8217;t need a separate<br />
   wchar version. Hence they need to be compiled only once from<br />
   the original file */</p>
<p>_CRTIMP void _cdecl _CrtDbgBreak(<br />
    void<br />
    )<br />
{<br />
    __debugbreak();<br />
}</p>
<p>can u please help</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Data Types and Variables by ARF</title>
		<link>http://www.lighthouse3d.com/tutorials/glsl-tutorial/data-types-and-variables/#comment-10023</link>
		<dc:creator>ARF</dc:creator>
		<pubDate>Sat, 18 Feb 2012 00:53:06 +0000</pubDate>
		<guid isPermaLink="false">http://lighthouse3d.com/wptest/?page_id=440#comment-10023</guid>
		<description>Yes there is, but it is far different from reading back a variable. You can write values to textures, read back the frame buffer, use transform feedback to  store values in buffers, among other possibilities</description>
		<content:encoded><![CDATA[<p>Yes there is, but it is far different from reading back a variable. You can write values to textures, read back the frame buffer, use transform feedback to  store values in buffers, among other possibilities</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Preparing the window for a reshape by ARF</title>
		<link>http://www.lighthouse3d.com/tutorials/glut-tutorial/preparing-the-window-for-a-reshape/#comment-10022</link>
		<dc:creator>ARF</dc:creator>
		<pubDate>Sat, 18 Feb 2012 00:51:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.lighthouse3d.com/?page_id=628#comment-10022</guid>
		<description>Hi,

Have looked at the code in the sample? to replace the projection matrix just do as follows:

1. Declare vsml as a global variable
VSMathLib *vsml;

2. Init VSMathLib stating which variable in your shader corresponds to the projection matrix, for instance:
vsml-&gt;setUniformName(VSMathLib::PROJECTION, &quot;projectionMatrix&quot;);

3. Whenever you want to build the matrix just call it as you would call gluPerspective:
vsml-&gt;loadIdentity(VSMathLib::PROJECTION);
vsml-&gt;perspective(53.13f, ratio, 0.1f, 10000.0f);

4. To send the matrices (projection and any others you are using) to the shaders, before the glDraw call invoke the method:
vsml-&gt;matricesToGL();

Hope this helps :-)</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>Have looked at the code in the sample? to replace the projection matrix just do as follows:</p>
<p>1. Declare vsml as a global variable<br />
VSMathLib *vsml;</p>
<p>2. Init VSMathLib stating which variable in your shader corresponds to the projection matrix, for instance:<br />
vsml->setUniformName(VSMathLib::PROJECTION, &#8220;projectionMatrix&#8221;);</p>
<p>3. Whenever you want to build the matrix just call it as you would call gluPerspective:<br />
vsml->loadIdentity(VSMathLib::PROJECTION);<br />
vsml->perspective(53.13f, ratio, 0.1f, 10000.0f);</p>
<p>4. To send the matrices (projection and any others you are using) to the shaders, before the glDraw call invoke the method:<br />
vsml->matricesToGL();</p>
<p>Hope this helps <img src='http://www.lighthouse3d.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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	</item>
	<item>
		<title>Comment on Data Types and Variables by Nikola</title>
		<link>http://www.lighthouse3d.com/tutorials/glsl-tutorial/data-types-and-variables/#comment-10005</link>
		<dc:creator>Nikola</dc:creator>
		<pubDate>Fri, 17 Feb 2012 00:12:14 +0000</pubDate>
		<guid isPermaLink="false">http://lighthouse3d.com/wptest/?page_id=440#comment-10005</guid>
		<description>It seems to me that all communication with shaders is going only in one direction - from our program to shaders. How can I read some data that was created by shaders? For example, If I need to know the value of gl_Position variable how can I retrieve it?

Is there a way a shader could write data to a piece of memory that could be read from the &quot;main&quot; program?</description>
		<content:encoded><![CDATA[<p>It seems to me that all communication with shaders is going only in one direction &#8211; from our program to shaders. How can I read some data that was created by shaders? For example, If I need to know the value of gl_Position variable how can I retrieve it?</p>
<p>Is there a way a shader could write data to a piece of memory that could be read from the &#8220;main&#8221; program?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on GLSL Core Tutorial &#8211; Geometry Shader by Dave</title>
		<link>http://www.lighthouse3d.com/tutorials/glsl-core-tutorial/geometry-shader/#comment-9979</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Thu, 16 Feb 2012 01:34:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.lighthouse3d.com/?page_id=2628#comment-9979</guid>
		<description>I am with kaoD. I figured that geometry shaders were used for displacement maps (amongst other things). I imagine that the max_vertices parameter in the out layout comes into play here, so are there maximums on what that parameter can be set to?

Also, does anyone have an example of using the invocations parameter of the in layout? It&#039;s not obvious how this parameter works, or where you would want to use it. Does it recursively process the primitives? (seems like no if the out primitive type is different than the in primitive).</description>
		<content:encoded><![CDATA[<p>I am with kaoD. I figured that geometry shaders were used for displacement maps (amongst other things). I imagine that the max_vertices parameter in the out layout comes into play here, so are there maximums on what that parameter can be set to?</p>
<p>Also, does anyone have an example of using the invocations parameter of the in layout? It&#8217;s not obvious how this parameter works, or where you would want to use it. Does it recursively process the primitives? (seems like no if the out primitive type is different than the in primitive).</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Code So Far III by squaknmoose</title>
		<link>http://www.lighthouse3d.com/tutorials/glut-tutorial/the-code-so-far-iii/#comment-9976</link>
		<dc:creator>squaknmoose</dc:creator>
		<pubDate>Thu, 16 Feb 2012 00:02:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.lighthouse3d.com/?page_id=826#comment-9976</guid>
		<description>It worked for me by changing the code to:

case &#039;s&#039;:
                            if (!menu_Flag)
                                glutChangeToMenuEntry(2, &quot;Shrink&quot;, shrinkMenu);
                                glutChangeToSubMenu(2, &quot;Shrink&quot;, shrinkMenu);
                        break;
                    case &#039;c&#039;:
                            if (!menu_Flag)
                                glutChangeToMenuEntry(2,&quot;Color&quot;, colorMenu);
                                glutChangeToSubMenu(2, &quot;Color&quot;, colorMenu);

it seems to have fixed the issue.</description>
		<content:encoded><![CDATA[<p>It worked for me by changing the code to:</p>
<p>case &#8216;s&#8217;:<br />
                            if (!menu_Flag)<br />
                                glutChangeToMenuEntry(2, &#8220;Shrink&#8221;, shrinkMenu);<br />
                                glutChangeToSubMenu(2, &#8220;Shrink&#8221;, shrinkMenu);<br />
                        break;<br />
                    case &#8216;c&#8217;:<br />
                            if (!menu_Flag)<br />
                                glutChangeToMenuEntry(2,&#8221;Color&#8221;, colorMenu);<br />
                                glutChangeToSubMenu(2, &#8220;Color&#8221;, colorMenu);</p>
<p>it seems to have fixed the issue.</p>
]]></content:encoded>
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