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Apr
22 |
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accepted | Bit shifting and assignment |
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Apr
18 |
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comment |
Bit shifting and assignment Thank you very much, I've been stuck on on this for so long. |
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Apr
18 |
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asked | Bit shifting and assignment |
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Mar
30 |
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awarded | Popular Question |
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Feb
20 |
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awarded | Popular Question |
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Feb
20 |
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awarded | Popular Question |
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Jul
25 |
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awarded | Yearling |
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Jul
16 |
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accepted | Transferring ownership to function with std::unique_ptr |
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Jul
16 |
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comment |
Transferring ownership to function with std::unique_ptr @DeadMG That is a fantastic linked answer. I'm still wondering about one thing though: What happens when the unique_ptr that was passed goes out of scope? Is it like deleting NULL?
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Jul
16 |
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asked | Transferring ownership to function with std::unique_ptr |
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Jul
8 |
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accepted | Can I use a global variable in this scenario? |
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Jul
8 |
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asked | Can I use a global variable in this scenario? |
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Jun
23 |
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comment |
State in OpenGL never mind, I don't think my question makes any sense. Thanks again for clearing things up. |
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Jun
23 |
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accepted | State in OpenGL |
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Jun
23 |
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comment |
State in OpenGL Thanks for your very clear explanations. Am I able to set what that "default VAO" state is? |
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Jun
23 |
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comment |
State in OpenGL I realize VAO's take care of this, but I want to know how to do it without them. |
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Jun
23 |
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comment |
State in OpenGL Ah OK, that makes sense, but do I have to re-set up the vertex attributes everytime I bind that VBO again to GL_ARRAY_BUFFER, or does it "remember" them from the first time?
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Jun
23 |
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asked | State in OpenGL |
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Jun
9 |
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accepted | C++: Improving cache performance in a 3d array |
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Jun
8 |
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comment |
Algorithms: Remember the last n unique numbers, in order Really nice solution!! |