| bio | website | |
|---|---|---|
| location | Poland | |
| age | 24 | |
| visits | member for | 1 year, 5 months |
| seen | 19 hours ago | |
| stats | profile views | 104 |
GitHub: https://github.com/dreta
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Nov 9 |
comment |
Techniques to prevent non-official clients in network gaming? -1 this does not answer the question, having an on-line account doesn't prevent somebody from connecting with a hacked client that, for example, automates in-game actions. wow is entirely online based and it still gets hacked constantly. to prevent this blizzard employs their "warden" anti-cheat software, which is an example of dealing with the problem in question |
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Nov 6 |
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Where to start learning OpenGL with C++? @MahbuburRAaman null and void |
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Nov 6 |
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Where to start learning OpenGL with C++? opengl.org does more harm than good, i'd avoide it like the plague unless somebody wants the pure specification, it's not good for anything else |
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Nov 4 |
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Passing multiple Vertex Attributes in GLSL 130 is there anything wrong with GetAttribLocation or is it just that it fails as a method when working with VAOs (for example when you ommit an attribute in a shader) |
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Nov 4 |
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Passing multiple Vertex Attributes in GLSL 130 @RoyT. The fact that NVidia drivers act as they do, means you shouldn't bind attribute locations explicitly with glBindAttribLocation, unless necessary. This may cause conflicts as described here stackoverflow.com/questions/6628007/… just stick to glGetAttribLocation. |
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Nov 4 |
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Passing multiple Vertex Attributes in GLSL 130 @RoyT. The layout location feature was introduced in OpenGL 3.3 (GLSL 330), so you should retrieve (or bind) attribute locations from your program if you're using anything older than that, this includes OpenGL 3.0 (GLSL 130). As for gl_Color being bound to attribute 3, according to the specification this isn't allowed, NVidia however has a record of using gl_Vertex for attribute 0, gl_Color for attribute 3, etc. but it's against the specification and shouldn't be relied on. |
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Nov 4 |
revised |
Passing multiple Vertex Attributes in GLSL 130 added 63 characters in body |
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Nov 4 |
revised |
Passing multiple Vertex Attributes in GLSL 130 added 63 characters in body |
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Nov 4 |
revised |
Passing multiple Vertex Attributes in GLSL 130 added 63 characters in body |
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Nov 4 |
revised |
Passing multiple Vertex Attributes in GLSL 130 added 63 characters in body |
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Nov 4 |
answered | Passing multiple Vertex Attributes in GLSL 130 |
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Nov 2 |
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How to begin serious game development (in C++) "how do i begin" questions aren't appropriate for this site, please refer to the FAQ |
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Oct 31 |
awarded | Citizen Patrol |
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Oct 31 |
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HTML5 game programming style i suggest migration to SO or closing, this isn't a game related question, besides this is too big of a topic to cover in an answer, whole book chapters are devoted to patterns, whatever's going to be posted it's going to be a mess of people trying to teach javascript programming, it's out of place for this site |
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Oct 30 |
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Scene graphs and spatial partitioning structures: What do you really need? this isn't how you go about things, you should learn about what a scene graph is and then decide whether or not you need it or see whether professionals have used it in games similar to yours, right now you're asking somebody to picks shoes for you over a phone, it's counterproductive and ultimately pointless |
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Oct 30 |
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Scene graphs and spatial partitioning structures: What do you really need? a scene graph is supposed to help set things up and manage your model hierarchies, whether you ALSO use it for optimization, that's a different matter |
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Oct 25 |
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OpenGL: Light at end of tunnel effect read up on hdr, especially implementations that have gradual adjustment, i'll link an example if i can find one |
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Oct 25 |
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How do I switch from XNA to C++? Well they are pushing C++ and JS for Windows 8 and as much as nobody said that XNA is definitively dead, if it's not being advertised then i wouldn't keep my fingers crossed. Personally if i was going to switch from XNA i'd pick either Java with OpenGL (for the language similarities and portability) or C++ with Direct3D or OpenGL (for portability and Windows 8 metro support). With Java you can target Android. with C++ you can get on Steam for Linux which is a top spot on Valve's priority list right now. |
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Oct 25 |
revised |
Smooth scrolling a staggered iso map added 46 characters in body |
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Oct 25 |
answered | Smooth scrolling a staggered iso map |

