Matias


Enhanced “Registers” window in Qt Creator

Update 2015-07-19: Gitorious is dead. The repo has been forked in GitHub. Links were updated.   As I said in previous posts, I consider Qt Creator a very good candidate for replacing Visual Studio. I believe it has potential to become the IDE closest to perfection. However, the debugger irritates […]


Reducing code bloat: Unnecessary overloads example

Understanding how your algorithm works and its use cases is very important. It allows you strip code you will never use (or better yet, never code for it). Or may be this could be seen as a case of overengineering. Such is the example of Ogre’s LodStrategy. There are multiple […]


Linear depth buffer my ass

It’s often believed that in order to achieve a linear depth buffer, one needs to counter the W division by multiplying the Z component of the position before returning the vertex shader: At least that’s what I thought too for a very long time, ever since I read Robert Dunlop’s […]


Visual Studio, unaligned store frustration

So, I fired the profiler and SkeletonInstance::resetToPose appeared in the hotspot list. Since it’s not theoretically a performance sensitive function, that felt strange. I looked at the generated code, and to my surprise, it was awful. These pictures summarize it all. It affects Visual Studio 2008, 2012, 2013 (and probably […]


Microsoft, we need to talk about Visual Studio

I really hope Microsoft employees (from the Visual Studio team) or the management read this post. We all are internally talking about it, but don’t say it out loud. I don’t like pretending speaking for everyone else, Here’s a shocker: latest revisions of Visual Studio are failing to satisfy the […]


New way of handling camera relative rendering

When Ogre 1.x users are far from origin, things begin to shake. Animations flicker. Eyes pop out of their sdockets. Playstation(R) 1 artifacts all over the place. This is because of precision problems with floating point when using large numbers. To help mitigate those artifacts, SceneManager had a setting called “setCameraRelativeRendering”. […]


Ogre 2.0 Porting Manual DRAFT Published

I’ve upload a DRAFT of Ogre 2.0 Porting Manual. It can be downloaded in PDF format from the following two mirrors: MIRROR 1 MIRROR 2 For those interesting in write access, you can download it in ODT format. The forum thread has been updated as well as the wiki. The idea […]