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May
13 |
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awarded | Popular Question |
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May
6 |
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comment |
Linux, share a buffer with another program in fork() Thanks, i used that approach in this model. |
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May
6 |
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accepted | Linux, share a buffer with another program in fork() |
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May
4 |
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comment |
Linux, share a buffer with another program in fork() ok, so mmap would be the only option here ? |
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May
4 |
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asked | Linux, share a buffer with another program in fork() |
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Apr
26 |
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awarded | Notable Question |
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Apr
15 |
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awarded | Self-Learner |
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Mar
21 |
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awarded | Yearling |
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Feb
25 |
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awarded | Notable Question |
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Feb
13 |
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accepted | Scripting - Value Types - how to approach this? |
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Feb
13 |
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comment |
Scripting - Value Types - how to approach this? Yep, allrighty. I think that's all i needed.. Thanks. |
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Feb
13 |
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comment |
Scripting - Value Types - how to approach this? I was thinking about the same approach but postponed it as it seems like i need to check for the class of the variable everywhere i am going to use it. So before actually setting the value on the VAR i need to check it's class ant cast a correc type on it. Am i right? |
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Feb
13 |
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comment |
Scripting - Value Types - how to approach this? @g-makulik, take it easy.. |
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Feb
13 |
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revised |
Scripting - Value Types - how to approach this? added 82 characters in body; edited tags |
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Feb
13 |
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asked | Scripting - Value Types - how to approach this? |
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Jan
26 |
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awarded | Commentator |
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Jan
26 |
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comment |
OpenGL RTT FrameBuffer question and Rendering to texture while sampling it Thanks! i wasn't aware of the fact there's a definition for that. That's what i have finally decided to do. So render to a different texture and then copy that output into the input texture is the only way ? Or there can be something else adapted ? |
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Jan
26 |
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accepted | OpenGL RTT FrameBuffer question and Rendering to texture while sampling it |
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Jan
26 |
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asked | OpenGL RTT FrameBuffer question and Rendering to texture while sampling it |
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Jan
25 |
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comment |
GL_TRIANGLE_STRIP - Generating a grid for a single draw call (degenerate triangles) I have solved this, see : [GameDev StackExchange][1] [1]: gamedev.stackexchange.com/questions/48104/… |