Switch between header and impl files in VS.NET

For some odd reason VS.NET doesn’t have the built-in capability to switch between .h and .cpp files from the keyboard. Almost every other programming editor I’ve used has this ability. A lot of people think that it’s just not possible in VS.NET Well, it is, but it requires some programming

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Audio visualization w/ lisp

Thanks Keith for pointing me at Fluxus, a real-time audio visualization package written (and tweakable) in lisp. It even incorporates some physical simulation features using ODE. Fun!

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C++: const virtual and virtual

This just bit me in the ass. I thought flagging a method in a class with the ‘const’ keyword was just that: a flag. It’s not. It’s an entirely new function. For example, these two methods have different signatures: class thing {virtual foo();virtual foo() const;}; If you have a child

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On precision in Geometry Clipmaps

I recently received an email from Christophe Delépine about precision issues in geometry clipmaps. I thought this information might be of interest to others so I’m just gonna post my reply here. Christophe: In Hoppe’s original implementation (without vertex textures), vertex coordinates are stored in VBOs and updated toroidally as

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Bush 4 Life

Bush 4 Life House republicans proposed a bill in February that would repeal constitutional amendment 22, which limits presidents to only two terms in office. I found this amusing because the first thing that came to mind when I read this was the cheesiest line from the latest Star Wars

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I love DotA Allstars

I love DotA Allstars I’m going to go out on a limb here: DotA Allstars (doh-tah) has got to be the best non-mmo multiplayer game I’ve ever played. If I were a big-shot game reviewer I would declare it the best multiplayer game ever. Prior to DotA, I felt that

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So I was wrong

In a previous post I thought the Intel-Apple talks were over XScale processors. I was wrong. As announced at WWDC this week, Apple is indeed going to be using Intel chips in their upcoming computers. I think this is a bad move. Not because they’re using Intel chips, but because

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Terrain rendering using geometry clipmaps

Link In a previous post I wrote about some optimizations I was trying to make to geometry climaps. I’ve summarized my work and posted it at the link above. There’s also a video! I think the real contribution here is the normal blending technique that I came up with. It

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Geometry Clipmaps

I’ve been working on recreating the research of Losasso, Asirvatham, and Hoppe on GPU-based Geometry Clipmaps. One of their articles on the subject appears in GPU Gems 2. Geometry Clipmaps are a simple approach to rendering large terrains. The basic idea is you create fixed donut rings of varying LOD

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