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A simple method using only Photoshop: Crop the image vertically to remove anything that should be below the horizon (ie. not part of the sky dome) Scale up the height of the image to make it square Filter -> Distort -> Polar Coordinates


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Without seeing your code, it's hard to give on solid answer, but here's an idea that might help you: The tail always points away from the previous piece of the snake. If we see the last piece of the snake as the tail, then the one that comes before it gives the direction of the connecting end of the tail, and the opposite direction is then the direction of ...


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It should be either from the image file itself, or from a shader which rejects all perfectly white pixels, or something like that, but since the shader isn't the simplest thing to implement, I'll bet it's the image file. I'll also bet you made or found this image with a white background, then tried to delete that white to make the background transparent. ...


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No, there is not a simpler way. As you said, you must recreate all sampler objects that are affected by a change. However, it doesn't have to be a lot of work. Typically, you can share a few samplers across many shaders. I typically have a single sampler with trilinear/aniso filtering and repeat addressing, reused for textures across all shaders. If the ...


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As Ben suggested, you could use a dummy call to glTexImage2D(). If setting a 0x0 texture doesn't work, you should be able to create a 1x1 texture. I've seen the WebKit source code do something similar to "allocate" texture IDs, and then call glTexImage2D/glTexSubImage2D to upload the actual texture data later. Of course, it's up to the driver whether it ...



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