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Dec
30
awarded  Yearling
Sep
30
awarded  Explainer
Aug
4
answered Setting up a camera to make the world look large
Jul
29
awarded  Good Answer
Jan
8
comment OpenGL error 0x0506 in -[CCSprite draw] 530 to run project on ios divice in cocos2d?
Instead of just showing the constant value 0x0506, look up what it means by searching for it. Makes it easier for people to answer your question. And for those who are curious, the error is GL_INVALID_FRAMEBUFFER_OPERATION.
Dec
30
awarded  Yearling
Oct
25
comment How many times fragment shader is executed?
@NathanReed Oh, right, that's SSAA/FSAA, MSAA just checks coverage at the sub-pixel level... my bad.
Oct
25
comment How many times fragment shader is executed?
If you're using multisampling (MSAA, etc.) it's number of pixels * number of samples.
Oct
15
comment The physics equation for a perpetual seesaw
@Mike the thing about physics in video games is that it has to look right, it doesn't have to be right (and in some cases, what people say looks right isn't actually right at all). I would start with a linear function that went from 0 at the center of the seesaw to 1 at the end and multiply the launching velocity by that value. You can then tweak it to be more or less forgiving, or perhaps to go past 1 if you hit the sweet spot.
Oct
15
comment The physics equation for a perpetual seesaw
@teodron Yeah I was trying to keep the ideal version very simple. The solution is definitely to tweak person B's velocity or cheat physics in some way though.
Oct
15
answered The physics equation for a perpetual seesaw
Oct
14
answered Working with floats in OpenGL ES 2
Oct
14
comment Working with floats in OpenGL ES 2
Why wouldn't it be valid? Section 5.4.1 of the GLSL spec says nothing about constants, any scalar value should work.
Oct
6
comment Translate extrinsic rotations to intrinsic rotations ( Euler angles )
IIRC Jitter uses a 3x3 matrix for rotation, not a quaternion. If you are getting a quaternion out of it, then Matrix4.CreateFromQuaternion, otherwise, you can shove the 3x3 matrix in the upper left of a Matrix4 and it'll work.
Sep
10
comment Monogame minimum hardware requirements?
Note, the site hosting Creative's OpenAL implementation disappeared a few weeks ago, so the OpenAL pre-req link is dead.
Sep
9
comment After a succesful glLinkProgram, should I delete / detach my shaders?
Shader objects take up a lot of memory compared to each program. It's better to delete them after you're done compiling your programs and have more memory available for more important things.
Sep
6
comment Which code is faster to convert -1 to 0 and 1 to 1?
@AndonM.Coleman Ah, I see what you mean now. Yeah, that would make it easier to check for optimization in general, but NVIDIA describes their ISA in NV_gpu_program4/5, and there are tools like GPU ShaderAnalyzer that can compile GLSL for the most common graphics cards. If you just want to check whether a line of code becomes a MAD instruction, that should suffice.
Sep
6
comment Which code is faster to convert -1 to 0 and 1 to 1?
@AndonM.Coleman OpenGL 4.1 added platform-specific binary shaders. opengl.org/registry/specs/ARB/get_program_binary.txt
Sep
2
comment Splitting game into multiple standalone parts
Runs fine for the most part on my Galaxy S3...
Aug
25
answered Variable sized cube texture stretching problem