"Old programmers never die. They just branch out to a new address."
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Query FailedFMoreira
Friday, February 26, 2010

Hmmm, interesting move!

But, just for the record, didn't you guys also crammed a d3d9 render path to the rendering interface?

Overlord
Friday, February 26, 2010

Windows 7 64 bit FTW.

Though i would rather get the ps3 varsion.

Josh -yosh64
Friday, February 26, 2010

I just wanted to say thanks for sharing, I really enjoy looking over these galleries .

Keldor
Tuesday, February 23, 2010

That looks a lot like the code OpenCL generates for my kernels... :-P

Brad
Sunday, February 21, 2010

I like this water demo a lot, its very smooth and realistic.

Could you please make it into a .scr or some sort of screensaver?

whiteowl68@yahoo.com

Magnus F.
Saturday, February 20, 2010

Hi,
will the new framework4 abstract OpenGL 3.x(2) and D3D11? If so, i would really like a look at your abstraction, because i am working on a similar project right now and i always get the "if i want to have this (very rare) feature, how can i abstract it for both" illness .

keep up the excellent work!
M.

Humus
Friday, February 19, 2010

FMoreira: Yes, that's a Release build. Debug builds generate function calls building the StringHash class and everything. That 64bit is faster could very well be due to double the amount of registers available, so far fewer reads/writes to the stack. I did some SIMD optimizations at work which dramatically improved our performance, which mostly was about keeping things in registers and avoid the stack.

Arseny Kapoulkine: Yes, that's true. Although I would have expected that the compiler would do a final pass over the generated code and eliminate sequential writes to the same address.
Using a single local variable worked too, so I'll use that instead since it looks better (and is less prone to copy-paste errors).

Martin Vilcans: Yeah. It was just a coincidence that I noticed this, because the code was working. I was looking at other stuff when I suddenly saw that chunk of code above the code I was really looking at.

Martin Vilcans
Friday, February 19, 2010

At least it doesn't generate invalid code, which has happened to me at least once in Visual C++ 2.0. (Way back.)

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