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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 […]


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 […]


What I hate from OpenGL API

The OpenGL API sucks. It has gotten better over time, but still is miles away from what it should be. And probably, the API needs a redesign from scratch, something that was promised a long time ago but never happened. There’s often a talk about “API wars” or “DirectX vs […]


Not everything is Gold (yet): Animations

I’ve spent a lot of time bragging explaining and showing Ogre 2.0 performing faster than it’s predecessor. However something came up while I was doing some testing: Objects with animations were running slower. A closer look blamed the culprit: All animations are being updated every frame. Regardless of whether they […]


On floating point determinism

It’s been recently on twitter a small discussion on floating point determinism. It started off as a C# talk, but then deviated in out of context quotes coming from multiple platforms and languages that added confusion; but it’s hard to explain it in 140 char limit. So, the issue I’m […]


New site!

I’ve finally revamped my website. I was on many projects at the same time and I felt it was getting out of hand: A blog at Blogspot, a wiki & forum at Ogre3d.org, the free royalty free music database in this site; and then there’s my Twitter account… So, I […]