MFC dialog freezes when it looses focus

I am new to MFC so please bear with me. I have a Dialog that is displayed in full screen on a dual screen monitor. This dialog is instantiated inside another non-modal dialog (when a button is clicked). Something like: void MyCParentDlg::OnBnClickedButton1() { dlg2 = new MyChildNonModalDlg(); dlg2->ShowWindow(SW_SHOW); } In the OnInitDialog() of MyChildNonModalDlg , ShowWi

MFC对话框失去焦点时会冻结

我是MFC新手,请耐心等待。 我有一个在双屏幕显示器上全屏显示的对话框。 该对话框在另一个非模态对话框中实例化(当点击一个按钮时)。 就像是: void MyCParentDlg::OnBnClickedButton1() { dlg2 = new MyChildNonModalDlg(); dlg2->ShowWindow(SW_SHOW); } 在MyChildNonModalDlg的OnInitDialog()中,调用ShowWindow(SW_MAXIMIZE) ,使其成为无边框全屏幕对话框。 现在, MyChildNonModalDlg有一个按

Send Depthbuffer and TextureBuffer to same Fragment OpenGL3

It might be stupid and a trivial question but since i'm kinda new with OpenGL ,I don't understand how to send color buffer and depth buffer coming from a single FBO to the fragment shader. My FBO is generated with 1 texture buffer and 1 depth buffer glGenTextures(1, &texture_color); glBindTexture(GL_TEXTURE_2D, texture_color); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width

将Depthbuffer和TextureBuffer发送到相同的Fragment OpenGL3

这可能是愚蠢的,也是一个微不足道的问题,但由于我对OpenGL有点新,所以我不明白如何将来自单个FBO的颜色缓冲区和深度缓冲区发送到片段着色器。 我的FBO由1个纹理缓冲区和1个深度缓冲区生成 glGenTextures(1, &texture_color); glBindTexture(GL_TEXTURE_2D, texture_color); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glGenTextures(1, &texture

CUDA performance with Computer Vision Algorithm

I'm moving my first step in the CUDA C programming world! As first test I write simple algorithm to do gray conversion and thresholding on images (I am a fan of Computer Vision and OpenCV!). I decided to compare my CUDA performance result with an analogous algorithm on the CPU and with the corresponding OpenCV (cpu) functions. Here the result on a full hd video: Frame Count: 4754 Frame R

计算机视觉算法的CUDA性能

我正在CUDA C编程世界迈出第一步! 作为第一个测试,我编写简单的算法来对图像进行灰度转换和阈值处理(我是Computer Vision和OpenCV的粉丝!)。 我决定将我的CUDA性能结果与CPU上的类似算法以及相应的OpenCV(cpu)函数进行比较。 这里是一个完整的高清视频的结果: Frame Count: 4754 Frame Resolution: 1920x1080 Total time CPU: 67418.6 ms Frame Avg CPU: 14.1814 ms Frame Count: 4754 Frame Resolution: 1920x108

OpenGL Version Support on OS X

I try to code an OpenGL project with Qt (v5.1.1) on OS X 10.9, in the manner of the modern pipeline implementation. However I encounter some problems to rebuild programs from tutorials as eg http://qt-project.org/wiki/How_to_use_OpenGL_Core_Profile_with_Qt The simple triangle does not show up, however there are no warnings and the program itself shows up. I suspected that my mac might not sup

OS X上的OpenGL版本支持

我尝试在OS X 10.9上用Qt(v5.1.1)编写一个OpenGL项目,采用现代管道实现的方式。 但是,我遇到一些问题来重建教程中的程序,例如http://qt-project.org/wiki/How_to_use_OpenGL_Core_Profile_with_Qt 简单的三角形不显示,但没有警告,程序本身出现。 我怀疑我的mac可能不支持GLSL。 所以我寻找一种方法来打印一些信息。 我发现有类似问题的人是这样做的。 #include <QApplication> #include <QGLFormat> #i

OpenGL3 the wrong texture is displaying

I am trying to add a second sampler2DRect texture to my program. I'm using separate shader files for the second texture, otherwise I'm using the same code that worked for displaying the first one. However, when I try to display the second texture, it's showing the first one instead, and I can't seem to figure out why. I've probably done one of the API calls wrong, or maybe

OpenGL3显示错误的纹理

我正在尝试为我的程序添加第二个sampler2DRect纹理。 我为第二个纹理使用单独的着色器文件,否则我使用的是用于显示第一个纹理的相同代码。 但是,当我尝试显示第二个纹理时,它会显示第一个纹理,而我似乎无法弄清楚原因。 我可能做了一个错误的API调用,或者可能省略了一些重要的东西,但我没有尝试修复这个问题。 没有GL错误报告,并且gDEBugger不显示任何可疑内容。 我猜这个问题可能在我的代码中的其他地方,但这里

Creating an OpenGL 3.2/3.x context in SDL 1.3

I'm facing a problem where SDL says it does not support OpenGL 3.x contexts. I am trying to follow this tutorial: Creating a Cross Platform OpenGL 3.2 Context in SDL (C / SDL). I am using GLEW in this case, but I couldn't get gl3.h to work with this either. This is the code I ended up with: #include <glew.h> #include <SDL.h> int Testing::init() { i

在SDL 1.3中创建OpenGL 3.2 / 3.x上下文

我遇到了SDL称它不支持OpenGL 3.x上下文的问题。 我正在尝试遵循本教程:在SDL(C / SDL)中创建跨平台OpenGL 3.2上下文。 在这种情况下,我正在使用GLEW,但是我无法使用gl3.h来处理这个问题。 这是我结束的代码: #include <glew.h> #include <SDL.h> int Testing::init() { if(SDL_Init(SDL_INIT_EVERYTHING) < 0) { DEBUGLINE("Error initializing

c++

I have some fundamental points/questions about OpenGL, not all involving code but concepts as well. I would be grateful if you could answer, affirm or expand on any of them. I warn you, some might be naive, so please bear with me. I understand that OpenGL is just a standard, as opposed to a piece of software. For example, 'getting' OpenGL actually involves getting a third-party imple

C ++

我有一些关于OpenGL的基本点/问题,不是所有的代码都涉及代码,但也包括概念。 如果您能回答,肯定或扩展其中的任何一个,我将不胜感激。 我警告过你,有些人可能天真,所以请耐心等待。 我知道OpenGL只是一个标准,而不是一个软件。 例如,'获取'OpenGL实际上涉及获得第三方实现,不一定需要由Khronos支持。 OpenGL通常是指GL实用程序(GLU)和GL实用程序工具包(GLUT)的组合。 他们有以glu和glut开始的方法,

instantiated templates in C++ code

What is the best way to find uninstantiated templates in C++ Code? I have a code base that heavily uses templates. Of course, we want to make sure that the test coverage is high. For all used code, this works very well using gcov . However, unused templates are reported as non-executable by gcov . After some googling, it appears that there is no way to force g++ to emit code for these tem

在C ++代码中实例化模板

在C ++代码中找到未被证实的模板的最好方法是什么? 我有一个大量使用模板的代码库。 当然,我们要确保测试覆盖率很高。 对于所有使用的代码,这使用gcov很好。 但是,未使用的模板被gcov报告为不可执行。 一些谷歌搜索之后,似乎没有办法强制g++为这些模板发出代码(这只是合乎逻辑的,编译器应该怎么猜测任何类型?)它似乎也没有办法让gcov识别未被实例化的模板代码作为可运行代码。 是否有任何“开箱即用”的功能允

Generating bit combination without repetitions (not permunation)

Here is my previous question about finding next bit permutation. It occurs to me that I have to modify my code to achieve something similiar to next bit permutation, but quite different. I am coding information about neighbors of vertex in graph in bit representation of int. For example if n = 4 (n - graph vertices) and graph is full, my array of vertices looks like: vertices[0]=14 // 1110 -

生成没有重复的位组合(不是permunation)

这是我以前的问题,关于寻找下一个位排列。 在我看来,我不得不修改我的代码以实现类似于下一位置换的东西,但却完全不同。 我用int的位表示法编码关于图中顶点邻居的信息。 例如,如果n = 4 (n - 图顶点)并且图充满,则我的顶点数组看起来像: vertices[0]=14 // 1110 - it means vertex no. 1 is connected with vertices no. 2, 3, and 4 vertices[1]=13 // 1101 - it means vertex no. 2 is connected with vertices

Clarification on Marching Cubes Algorithm

In regards of Marching Cubes, i have some doubts regarding its algorithm and implementation. I have gone through the excellent Paul Bourke article of Marching Cubes and also the available source code on the site, yet, i still encountered some problems in term of understanding as well as how to implement the algo in my own way. The questions are as below: Gridcell size - I have read that gridc

澄清Marching Cubes算法

关于Marching Cubes,我对它的算法和实现有一些疑问。 我浏览了Marching Cubes的优秀Paul Bourke文章以及网站上的可用源代码,但我仍然遇到了一些理解问题以及如何以我自己的方式实现算法。 问题如下: 网格单元大小 - 我已经读过网格单元大小影响生成的3D模型的质量。 例如,如果我有一堆大小为(200 * 200 * 200)的xray图像集,那么将从2个相邻的图像切片构建一个网格单元格。 因此,板中的网格单元的总数将是(200-1)