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Nov
18
comment OpenGL programming vs Blender Software, which is better for custom video creation?
@thorstenmüller, thanks for the pointer. Please see the comment to my post.
Nov
18
comment OpenGL programming vs Blender Software, which is better for custom video creation?
@All, Will appreciate if anyone can describe in detail that where to draw the line between available tools (like Blender and others) and the APIs like OpenGL/DirectX. This can be a good FAQ for the people who don't have real direction in Graphics for where to start and what to learn.
Nov
18
awarded  Nice Answer
Nov
18
answered Why the static data members have to be defined outside the class separately in C++ (unlike Java)?
Nov
18
accepted Does putting types/functions inside namespace make compiler's parsing work easy?
Nov
18
comment OpenGL programming vs Blender Software, which is better for custom video creation?
Does it mean that OpenGL should be used only for the graphics were the keyboard-mouse interaction is required? So most of the animations should be done with Blender like software only? It will be quite helpful if you can detail your answer which draws the line where to use OpenGL and where to use Blender.
Nov
18
asked OpenGL programming vs Blender Software, which is better for custom video creation?
Oct
31
awarded  Popular Question
Oct
19
asked Does putting types/functions inside namespace make compiler's parsing work easy?
Oct
17
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Apr
23
comment Should I use a code repository if I am the only one working on a project?
Imagine if you lose/damage the computer which contained your latest work.
Apr
21
awarded  Nice Question
Apr
21
revised Why the static data members have to be defined outside the class separately in C++ (unlike Java)?
edited title
Apr
20
comment Why the static data members have to be defined outside the class separately in C++ (unlike Java)?
@Klaim, what about static members in template ? They are allowed in all the header files as they need to be visible. I am not disputing this answer, but it doesn't match my question also.