Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - fb39ca4

Pages: [1] 2 3 ... 126
1
Music Showcase / Re: dat fuzz - new 1-bit music album out now
« on: September 19, 2014, 01:07:40 pm »
With on-calc music videos to go with it?

2
TI-Nspire / Re: KJV Bible for the NSpire???
« on: February 25, 2014, 08:55:53 pm »
Adblock uses blocklists, so that won't happen.

3
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: February 25, 2014, 01:16:33 am »
Ok, looks like you have already turned them on.

4
General Calculator Help / Re: Alternate Charging Port for Nspire CX
« on: February 23, 2014, 11:13:25 pm »
I've seen replacement batteries online, though I'm not sure how much they can be trusted with quality.

5
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: February 23, 2014, 11:08:36 pm »
The problem with the texture atlases is that you can't wrap the coordinates, which will eliminate all the out-of-texture-bounds artifacts you are getting. An optimization to the switching textures problem would be to group the triangles with each texture together.
Consider the following atlas:
AABB
AABB
CCDD
CCDD
It would get stored as AABBAABBCCDDCCDD. An array would get stored AAAABBBBCCCCDDDD - all the information for each individual texture is together in memory. I don't actually know how big the cache is in the Nspire's CPU and whether it would make a difference, but it can't hurt.

Another thing that might help is to set GCC to the highest optimization level if you haven't already.

6
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: February 23, 2014, 03:14:38 pm »
It avoids all the problems of texture atlases while still being a fast way to access multiple textures. You bind to one texture, and then because the format and size of the different textures in the array are the same, you only need to select the appropriate location for the texture data, which can be done by storing an integer ID with every triangle. All the pixels from one texture will be together, increasing cache coherency as well.

7
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: February 23, 2014, 12:51:10 pm »
Quote
Since these textures are repeated, it would actually make more sense to wrap the texture coordinates. It would have to be tested per-pixel, however it should be fairly fast (as long as textures are a power of two size), just a bitwise AND on each coordinate value. For a minecraft engine, this would also open up the ability to simplify meshes in large, flat areas of the same block.
The problem here is that I'm using a texture atlas.
As I preprocess every Chunk and basically just have to iterate over a array of vertices, I'd have to determine which texture to bind for every triangle.
That'd be horribly slow.
The problem is rather a rounding issue, as with fixed-point x / y = z can be true, but z * y = x doesn't have to be.
Or maybe I'm just completely wrong. Who knows. I'll have to fix those bugs anyway...
Why not do it like array textures in OpenGL?

8
General Calculator Help / Re: Alternate Charging Port for Nspire CX
« on: February 23, 2014, 01:39:25 am »
You can always take out the battery and charge it. A charger for R/C batteries should work. It is just a matter of acquiring the right connector.

EDIT: Actually, now that I think about it, can't it charge from the docking port?

9
Other / Re: FIRST Robotics Competition Discussion
« on: February 23, 2014, 01:12:42 am »
My team hates pneumatics, so I designed a servo actuator for the VexPro Ball Shifters, and from testing today, we found out that it works!

10
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: February 23, 2014, 12:51:49 am »
Since these textures are repeated, it would actually make more sense to wrap the texture coordinates. It would have to be tested per-pixel, however it should be fairly fast (as long as textures are a power of two size), just a bitwise AND on each coordinate value. For a minecraft engine, this would also open up the ability to simplify meshes in large, flat areas of the same block.

11
News / Re: HP Prime Wireless Kit announced, but no release date
« on: February 22, 2014, 01:31:49 am »
What I am curious about is if it will be as overpriced too. The costs to implement this in classes can pile up very fast with 30 calcs and wireless kits.
I doubt it - organizations are less sensitive to price than individuals.

12
News / Re: HP Prime Wireless Kit announced, but no release date
« on: February 21, 2014, 06:14:40 pm »
At least it is reasonably sized compared to the Nspire ones.

13
Web Programming and Design / Re: I made a thing
« on: February 19, 2014, 01:47:21 pm »
That's incredibly hard. My high score is 1.

14
Anime and Manga / Re: Recommended Animes/Manga
« on: February 19, 2014, 01:28:25 pm »
Planetes is a great hard sci-fi series about space junk collectors in the future. If you have watched the movie Gravity, you will notice the similarities.
Hyouka - about a high school club that ends up solving mysteries. I found it very relaxing to watch. It's from KyoAni, the same studio that animated Haruhi, so you can know it will look great.
Tokyo Magnitude 8 - follows a brother and sister making their way home after a hypothetical magnitude 8 earthquake. I don't want to spoil the ending, but let's just say it will knock the feels right out of you.


15
Other / Re: FIRST Robotics Competition Discussion
« on: February 19, 2014, 12:51:14 pm »
Hmm, that's quite a short lever arm on that shooter.  How is it powered?
It isn't shown in the CAD model, but cables run around those pulleys on the side of the shooter arms, and then attach to four springs which then attach in the back of the chassis. To pull the arm back, we have shamelessly copied this mechanism. From testing yesterday, we found out it is sufficient to throw a ball in the high goal from 20 feet away, which is actually too far, so we will have to do some tweaking.

Pages: [1] 2 3 ... 126