info not a part of RTTI?

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like C/C++ library for Audio processing?

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how to create a virtual file in clang for codecompletion

Im trying to create virtual files for codecompletion in clang. Unfortunately, my application segfaults. I have the following setup: auto createVirtualFile = []( clang::CompilerInstance& ci, std::string name, llvm::StringRef input ) { std::unique_ptr<llvm::MemoryBuffer> MB(llvm::MemoryBuffer::getMemBuffer(input, name)); return std::move(MB); }; Once the file is created

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rendering to texture

I made an application which renders skybox and particles over it. I want to add some effects and i need to use framebuffers to render skybox, particles color, depth and position to separate textures. Then i want to use simple shader to use values from these textures and mix them in a proper way. I wrote helper classes for textures, framebuffers and screen quad (simple rectangle to render) but

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我制作了一个渲染天空盒和微粒的应用程序。 我想添加一些效果,我需要使用帧缓冲区渲染天空盒,粒子颜色,深度和位置来分离纹理。 然后,我想使用简单的着色器来使用这些纹理中的值,并以适当的方式混合它们。 我写了纹理,帧缓冲区和屏幕四边形(简单矩形渲染)的帮助类,但不幸的是 - 当我尝试使用它时,没有任何渲染。 绑定帧缓冲区被注释掉时,我的场景如下所示: 修改着色器可以正确计算深度和位置值。 因此问题在

Why doesn't glCopyTexSubImage2D copy my square correctly?

here is the output: http://i43.tinypic.com/9a5zyx.png if things were working the way i wanted, the colors in the left square would match the colors in the right square. thanks for any help regarding the subject #include <gl/glfw.h> const char* title="test"; GLuint img; unsigned int w=64,h=64; int screenwidth,screenheight; void enable2d() { glMatrixMode(GL_PROJECTION); glPushMatr

为什么glCopyTexSubImage2D不能正确地复制我的方形?

这里的输出是:http://i43.tinypic.com/9a5zyx.png如果事情按照我想要的方式工作,左方的颜色将与右方的颜色相匹配。 感谢您提供有关该主题的任何帮助 #include <gl/glfw.h> const char* title="test"; GLuint img; unsigned int w=64,h=64; int screenwidth,screenheight; void enable2d() { glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glViewport(0,0,screenwidth,screenheig

Render To Texture when using instanced drawing

I have several objects being drawn, some using "regular" methods and some using glDrawArraysInstanced and everything works very well. I'm trying to add some post processing by rendering to texture using Frame Buffers , but when I do, if I'm drawing the instanced objects, I'm getting this result: (You can see behind the mess the actual items). If I comment the draw meth

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How to know which malloc is used?

The way I understand it, there exist many different malloc implementations: dlmalloc – General purpose allocator ptmalloc2 – glibc jemalloc – FreeBSD and Firefox tcmalloc – Google libumem – Solaris Is there any way to determine which malloc is actually used on my (linux) system? I read that "due to ptmalloc2's threading support, it became the default memory allocator for li

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我试图为FBO启用mutisampling和alpha-to-coverage。 使用默认帧缓冲区,我所要做的就是调用glEnable(GL_MULTISAMPLE)和glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE) 。 但是,我无法使用我自己的FBO达到同样的效果。 我的目标是:将场景绘制到FBO,就像使用上面的属性绘制到默认帧缓冲区一样。 从那里我希望能够将图像用作未来穿过着色器的纹理。 这是有效的 :用于制作没有多重取样/ alpha-to-coverage,1个颜色附件,1个深度