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Jul
15
comment Tessellation won't render
you need to add glPatchParameteri(GL_PATCH_VERTICES, 3)
Jul
14
comment Wrong value from uniform block on OSX+OpenGL
Are you using all of your uniforms? std140 should not throw anything, but just in case... Also, have you tried to change vec4 to 4 floats. This is also not necessary, but considering that you might have some driver issue you could try do change those and see how it goes.
Jul
7
answered Runtime Error dealing with SDL_Events
Jul
7
comment Runtime Error dealing with SDL_Events
can you provide your Add and Remove methods?
Jul
6
answered DirectX map/unmap
Jul
6
answered Stencil based mask with alpha
Jan
30
revised Binding an Instance Matrix with an InputLayout
added D3D11_APPEND_ALIGNED_ELEMENT
Jan
30
comment Binding an Instance Matrix with an InputLayout
Yes there is. I've edited my answer to address your question. Have not tried it but it should work. Also do not forget about AlignedByteOffset, you should set correct value. E.g. for binding[2] it would be 16 (4 float32) for binding[1] = 32 and so on
Jan
30
revised Binding an Instance Matrix with an InputLayout
added one more way to declare VS_IN
Jan
29
answered Binding an Instance Matrix with an InputLayout
Jan
29
comment How do I render from one render target to another?
Can you then mark your answer as correct answer?
Jan
29
answered Opengl Quad Tessellation Control Shader
Sep
24
awarded  Autobiographer
Sep
15
awarded  Yearling
Jan
22
comment Cell Lighting Propagation Problem
If you have a lot of light, then (as I mentioned you) can calculate area of influence in order to not to go over all grid for each light. Maybe there are other ways as well but one needs more info.
Jan
21
answered Cell Lighting Propagation Problem
Nov
26
awarded  Commentator
Nov
26
comment Incorrect frustum culling with center/half-size AABB
looking at this msdn.microsoft.com/en-us/library/… I see that D they use is negative distance along the plane. So, your formulae are fine if plane normals point outwards. However, if they have opposite direction (i.e. if they point inside frustum) you may try to change d > -_planes[0].D to d > _planes[0].D (or, equivalently, negate normal, but not both).
Nov
21
comment Incorrect frustum culling with center/half-size AABB
It is hard to say without the full code. But difference could be in how you treat _plane[i].D. I.e. one can write plane equation as Ax+By+Cz = D or like Ax+By+Cz + D = 0 in this case those Ds have different sign for same plane.
Nov
15
awarded  Organizer