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  • 0 posts edited
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  • 157 votes cast
Nov
23
revised How can I generate a view or projection matrix for OpenGL 3.+
added 605 characters in body
Nov
23
answered How can I generate a view or projection matrix for OpenGL 3.+
Nov
13
comment Optimal way to learn DirectX?
i've no idea what books you were looking at, one of the first things that pops in google is "Introduction to 3D Game Programming with DirectX 11" and that's just about the best dx11 teaching resource you could ask for
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
Nov
6
comment Where to start learning OpenGL with C++?
@MahbuburRAaman null and void
Nov
6
comment 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
Nov
4
comment 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)
Nov
4
comment 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.
Nov
4
comment 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.
Nov
4
revised Passing multiple Vertex Attributes in GLSL 130
added 63 characters in body
Nov
4
revised Passing multiple Vertex Attributes in GLSL 130
added 63 characters in body
Nov
4
revised Passing multiple Vertex Attributes in GLSL 130
added 63 characters in body
Nov
4
revised Passing multiple Vertex Attributes in GLSL 130
added 63 characters in body
Nov
4
answered Passing multiple Vertex Attributes in GLSL 130
Nov
2
comment How to begin serious game development (in C++)
"how do i begin" questions aren't appropriate for this site, please refer to the FAQ
Oct
31
awarded  Citizen Patrol
Oct
31
comment 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
Oct
30
comment 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
Oct
30
comment 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
Oct
25
comment 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