I had asked a question Do C++ POD types have RTTI? and someone told me in the comments: POD types do have type_info, but don't have RTTI, and that's possible because type_info isn't always RTTI. and it seems right as i could get the type_info of a POD (non-polymorphic) type. But while I compile this simple program: #include <iostream> struct X { int a; }; int main(
我曾问过一个问题C ++ POD类型是否有RTTI? 有人在评论中告诉我: POD类型确实有type_info,但没有RTTI,这是可能的,因为type_info并不总是RTTI。 它看起来是正确的,因为我可以得到POD(非多态)类型的type_info 。 但是,当我编译这个简单的程序: #include <iostream> struct X { int a; }; int main() { using namespace std; std::cout << typeid(X) << std::endl; return 0
Is there anything more out there, that resembles (in spirit) OpenCV, but for processing audio and deriving some intelligence from it ? Capabilities could range from:- Multiplatform audio capture and audio playback DSP - Audio filters Tone detection Tonal property analysis Tone synthesis (various standard waveforms) Recognition given some recognition corpus and model (eg determine mus
有没有更多的东西,类似于(精神上)OpenCV,但处理音频并从中获取一些情报? 能力范围可以从: - 多平台音频捕捉和音频播放 DSP - 音频滤波器 音调检测 色调属性分析 音合成(各种标准波形) 识别给予了一些识别语料库和模型(例如,确定乐器,节拍,人类语音等) - 可能使用其他开源项目的实际识别部分(狮身人面像) 语音/音乐合成 - 可以再次使用一些其他开源项目(节日) 如果库工作在原始音频格式/编码
Is it possible to make this code work as I'd like? Ie to allow the concept to have access to a private member funcion? template <typename T> concept bool Writeable() { return requires (T x,std::ostream os) { { x.Write(os) } -> void }; } template <Writeable T> void Write(std::ostream &os,const T &x) { x.Write(os); } class TT { private: void Write(std::ostream &am
是否有可能让这段代码正常工作? 也就是说让概念能够访问私有成员函数? template <typename T> concept bool Writeable() { return requires (T x,std::ostream os) { { x.Write(os) } -> void }; } template <Writeable T> void Write(std::ostream &os,const T &x) { x.Write(os); } class TT { private: void Write(std::ostream &os) const { os << "foo"; } //friend concept bo
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
我试图在clang中为codecompletion创建虚拟文件。 不幸的是,我的应用程序段错误。 我有以下设置: 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); }; 一旦文件被创建,我设置一个CodeCompletConsumer: auto setupCodeCo
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
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
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
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
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
我有几个对象正在绘制,一些使用“常规”方法,一些使用glDrawArraysInstanced ,一切都很好。 我试图通过使用Frame Buffers渲染纹理来添加一些后期处理,但是当我这样做时,如果我绘制实例化对象,我会得到以下结果: (你可以看到混乱的实际项目)。 如果我评论实例化对象的draw方法,一切都很好。 是否可以使用带渲染的实例化绘图来创建纹理? 一些代码: 实例化对象 void LifeMeter::draw(mat4 wvp) { // Set
I have a very simple OpenGL application that renders only one textured quad. This is my code, which works just fine (the textured quad appears just fine): // Bind the test texture glBindTexture(GL_TEXTURE_2D, mTestTexture); // Draw the quad glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y + (float)height, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(x + (float)width, y + (float)h
我有一个非常简单的OpenGL应用程序,它只呈现一个纹理四元组。 这是我的代码,它工作得很好(纹理四合一显得很好): // Bind the test texture glBindTexture(GL_TEXTURE_2D, mTestTexture); // Draw the quad glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y + (float)height, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(x + (float)width, y + (float)height, 0.0f); glTexCoord2f(1.0f, 1.0f); glVe
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
我理解它的方式存在许多不同的malloc实现: dlmalloc - 通用分配器 ptmalloc2 - glibc jemalloc - FreeBSD和Firefox tcmalloc - Google libumem - Solaris 有什么方法可以确定我的(linux)系统上实际使用了哪个malloc? 我读到“由于ptmalloc2的线程支持,它成为Linux的默认内存分配器。” 有什么办法让我自己检查一下吗? 我问,因为我似乎没有得到任何加速通过paralellizing我的malloc循环在下面的代
I'm trying to enable mutlisampling and alpha-to-coverage for an FBO. Using the default framebuffer, all I have to do is call glEnable(GL_MULTISAMPLE) and glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE) . However, I am unable to achieve the same effect using my own FBO. My goal: Draw the scene to an FBO the same way it would be drawn to the default framebuffer with the above properties. From there
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