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Member Avatar for bobsta

Hi, I use nested arrays of STL objects to generate a large number of objects (shapes representing projections of anatomical structures). I need to filter these into a tractable number based on certain properties that the objects possess: e.g. their geometric relationship to other objects and their functions (pair(int),order(int),left(bool)) A …

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Member Avatar for bobsta

Hi I need to write data which I have successfully read in from a text file, to a new file. The original text file contains data for many objects. The read in data is stored using stl vectors in 3 nested objects: Structure, Polygon and Point i.e. a Structure contains …

Member Avatar for bobsta
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Member Avatar for bobsta

Hi, I am trying to simplify initialising objects from file and writing objects to file by overloading the "<<" and ">>" operators. I have two classes, a nesting class and the nested class, the latter comprising two floats. The nested class forms and STL vector [CODE]class beamlets{ float left,right; ... …

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Member Avatar for bobsta

Hi, I am still experimenting with STL trying to weigh up the pros and cons. I wish to define nested/embedded classes i.e. [CODE]typedef std::vector vector <class B> bVecArray; typedef std::vector vector<std::string> sVecArray; class A{ bVecArray bObjArray; std::srting curLine // current line in dataFile ... }; class B{ sVecArray header; };[/CODE] …

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Member Avatar for bobsta

Hi I have just started using STL vectors and iterators so please excuse my ignorance. Suppose I have three classes A,B and C such that : std::vector<A> aObjects wherein each object "a" comprises a vector of "b" objects which in turn comprises a vector of "c" objects ie. [CODE]class A{ …

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Member Avatar for bobsta

Hi, I am new to OpenGL and am trying to render a scene (off screen) to a frame buffer. In particular I have a number of polygons, each lying in a different z-plane. However the vertices in adjacent polygons are not connected, i.e. I have a plurality of polygons and …

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Member Avatar for bobsta

Hi, I am trying to render irregular polyhedra composed of multiple closed polygons: each polygon i comprises a plurality of points j having the same z-coordinate. The points are not sorted within the polygons. The polygons can be convex or concave and are sometimes split(by having multiple closed polygons for …

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Member Avatar for bobsta

I am trying to render multiple scenes in different window. I am confident that the data is correctly read in from the .txt file and used to initialise the Beam and Segment objects (each Beam object comprises >=1 Segment) However when I attempt to render the scenes the program tries …

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Member Avatar for bobsta

I am trying to render a very simple scene by loading various parameters from a file (MLC.txt) When compiling I receive the following error main.cpp: In function ‘void renderScene()’: main.cpp:77: error: ‘pBeam’ was not declared in this scope H

Member Avatar for bobsta
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Member Avatar for bobsta

Hi, I am writing a simple graphics engine using homegeneous coordinates (fourVector) and the corresponding 4matrices (fourMatrix). fourVector.cpp: [CODE]fourVector::fourVector(float x, float y, float z, float w): x(x),y(y),z(z),w(w){ };[/CODE] fourMatrix.h [CODE] class fourMatrix{ public: fourVector i,j,k,l; ... }[/CODE] fourMatrix.cpp: [CODE]fourMatrix::fourMatrix():i(fourVector(1,0,0,0)),j(fourVector(0,1,0,0)),k(fourVector(0,0,1,0)),l(fourVector(0,0,0,1)){} fourMatrix::fourMatrix(fourVector &i, fourVector &j, fourVector &k, fourVector &l): i(i),j(j),k(k),l(l){ } ... …

Member Avatar for MrSpigot
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Hi, I am writing a geometry engine using homogeneous coordinates (4D representing 3D Euclidean coordinates) used for perspective projection. This is handled by two classes a 4-Vector "fourVector" and a 4x4 Matrix "fourMatrix". For speed I have not (yet) separated class and member function declaration from definition. [CODE]class fourVector{ public: …

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Member Avatar for bobsta

Hi, I am still rather green when it comes to C++ so be gentle with me. I am trying to create a dynamic array of objects (class Structure), each object represents a geometric (physical) structure. But for the sake of simplicity let's consider only one such object. Within each instance …

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