1,886 reputation
417
bio website rioki.org
location
age
visits member for 3 years, 7 months
seen 23 hours ago

1d
answered How to achieve high Level of Detail on 3D models
2d
comment Will Android apps made with libGDX be slower the normal Android apps?
Also, this question is irrelevant in the grater scheme of things. Either the application runs on a given system spec or it does not. If it does not, you will not change the underlying systems, you will optimize or reduce in scope the application. There is at the very least an order of magnitude performance difference between an optimized and naive version of one app.
Apr
15
comment Can't get Depth testing to work (cube faces shine through)
I find 1.0f a bit excessive, you may want to use a smaller value, like 0.1f or such.
Apr
9
comment SDL2 - Windowed mode, VSYNC active, refresh rate 56hz instead of 60hz
Are you sure you don't have a rounding error in your measuring code?
Apr
9
comment SDL2 - Windowed mode, VSYNC active, refresh rate 56hz instead of 60hz
I just tried it with the following code: gist.github.com/rioki/653775a9619f3e8fa3e0 It ran consistenly at 60 fps with VSYNC activated and in the thousands with VSYNC off.
Apr
9
answered Bringing islands close together programmatically
Apr
8
answered How to read neighbor pixels in GLSL?
Apr
8
answered Understanding normal mapping
Apr
8
comment SDL2 - Windowed mode, VSYNC active, refresh rate 56hz instead of 60hz
Do you have a small < 25 lines program that demonstrates that behavior?
Apr
8
comment SDL2 - Windowed mode, VSYNC active, refresh rate 56hz instead of 60hz
I would wager that the code executed between frames is causing the issue. Remember it is 16ms per frame, some heavy code can easily exceed this. The question is, does the code behave similarly without the vsync flag? (The flag only says it will make the swap wait on vsync, not sync on the monitors refresh rate.)
Apr
8
answered OpenGL: Is it efficient ok to glPushMatrix, plMultMatrix, plPopMatrix for every object in my scene?
Apr
8
comment Relation between TFLOPS and Threads in a GPU?
The FLOPS has no direct relation to threads. You can have a fast processor with one core or a processor with many cores but each core is slow and both achieve similar FLOPS. The question can you partition your algorithm to use all the available cores; if no the total FLOPS number is meaningless for multicore processors.
Apr
8
comment Can't find out why aren't those collisions framerate independent
For more info you may want to read this article: gafferongames.com/game-physics/fix-your-timestep
Apr
8
answered Can't find out why aren't those collisions framerate independent
Apr
2
answered Object-oriented Ability System?
Apr
2
answered Passing of board data in board games
Mar
19
answered How can I convert OBJ data into CSS3D transformations?
Mar
19
answered OrthographicCamera and viewport not giving expected effect
Dec
11
awarded  Revival
Dec
9
awarded  Popular Question