| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 1 year, 4 months |
| seen | May 27 at 3:50 | |
| stats | profile views | 72 |
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Feb 17 |
answered | creating popup like window in android using libgdx |
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Feb 5 |
awarded | Custodian |
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Feb 5 |
reviewed | Excellent Why are some objects not rendering properly? |
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Feb 1 |
awarded | Yearling |
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Jan 13 |
revised |
Detect touch for android…for unity 3d References to local files not helpful |
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Jan 13 |
reviewed | No Action Needed Data Structures for Logic Games / Deduction Rules / Sufficient Set of Clues? |
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Jan 13 |
reviewed | Reviewed Repeatedly Shooting Bullets |
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Jan 13 |
reviewed | Reviewed Detect touch for android…for unity 3d |
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Jan 13 |
suggested | suggested edit on Detect touch for android…for unity 3d |
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Jan 13 |
comment |
How do I spawn enemies with a delay using threads? I personally think this is a better way to do it. Mostly because I don't like to sleep threads myself. stackoverflow.com/a/4044793/838023 |
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Jan 12 |
awarded | Custodian |
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Jan 12 |
reviewed | No Action Needed Entity systems with mixed responsibilities (eg render + handle input) |
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Jan 12 |
reviewed | Reviewed RTS game unit damage & defense calculation |
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Jan 12 |
reviewed | No Action Needed Peer-to-peer hostless competitive games of chance? |
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Jan 10 |
comment |
How to avoid texture bleeding in a texture atlas? I also was going to suggest CLAMP like @Kylotan, i never use REPEAT unless for a specific reason. I see the same thing but if its still there without Mipmap enabled, its a resampling issue causing the artificat, not matter what level mip is being used/not used. |
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Jan 10 |
comment |
How to avoid texture bleeding in a texture atlas? Can you use aniso at all? GL_TEXTURE_MAX_ANISOTROPY_EXT that might help some.. |
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Jan 10 |
comment |
How to avoid texture bleeding in a texture atlas? Have you looked at this article? gregs-blog.com/2008/01/17/… |
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Jan 10 |
comment |
How to avoid texture bleeding in a texture atlas? I think this is due to how the system is downscaling the texture in your min filter. It may look like a mipmap issue since it's exaggerated by distance but that to me indicates resampling rules set in the min filter? |
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Jan 8 |
comment |
How to avoid texture bleeding in a texture atlas? I had this problem before and it was solved by adding 1-2 pixel padding in your atlas between each different texture. |
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Dec 21 |
answered | Libgdx optimization of big arrays |