I'm developing a mobile game using Unity3D. I'm evaluating different methods to give the possibility to the artists of customizing the environment. They need to add some static dirty on the walls and ...
I use Artemis and LibGDX. I have the following two components which manipulate a texture: ComponentTexture // Stores the texture ComponentSource // Define a region for the texture, that will only be ...
The GraphicsDevice class of XNA has the properties Textures and VertexTextures. What is the exact difference? I don't really understand what MSDN tells me about this. I usually use Effect parameters ...
following my another question I have studied in the documentations that I should use this procedure : Define the texture filter parameters. This will control what happens when a texture is scaled ...
Recently I've begun working on a game that takes place in a procedurally generated solar system. After a bit of a learning curve (having neither worked with Scala, OpenGL 2 ES or Libgdx before), I ...
Is it better (memory, time (of developer), space) to use single model that is unwrapped and uses a single material or to break a model down into appropriate bits, each with their own smaller ...
I understand the benefits of GPU rendering and such, but for a certain limited application I need to render textured triangles purely using CPU. I've built a 3D engine capable of object handling, ...
In the early days of OpenGL and DirectX, it was required that textures were powers of two. This meant that interpolation of float values could be done very quickly using shifting and such. Since ...
I'm about to pick up computer graphics once again for an university project. For a previous project I used a library called FTGL that didn't leave me quite satisfied as it felt kind of heavy (I tried ...