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bio website theunderflow.tumblr.com
location Sao Paulo, Brazil
age 23
visits member for 2 years, 9 months
seen 16 hours ago

Nov
30
comment How to compute matrix transform local/world on OpenGL
Are you sure you know what shaders are? You can store local position as long as you transform it to world space when you render. Is that what you want to know? How to go from local to global in a hierarchy?
Nov
30
reviewed Reviewed Java Graphics performance issue when drawing transparent shapes
Nov
30
awarded  Custodian
Nov
30
reviewed Reviewed How to compute matrix transform local/world on OpenGL
Nov
30
comment How to compute matrix transform local/world on OpenGL
Why can't you use shaders? If you are learning OpenGL you should be using shaders, otherwise you won't use any of your knowledge in the real world.
Nov
24
answered Overload how an object instance of a class is treated when used
Oct
28
answered How unity works on Web
Sep
1
comment glsl shader to allow color change of skydome ogre3d
If I recall correctly, in c++ 135/255 is an int division and the result will be rounded
Aug
9
answered C++ OpenGL / SDL2 VBO — Depth problem / Transparency
Jul
28
answered Stats for testing a renderer
Jul
28
comment Stats for testing a renderer
@Anko well, not really. I know how many vertices I have in a given scene and the fps too. I want to know whats the usual amount of data a renderer is suposed to be able to render without framerate loss.
Jul
28
asked Stats for testing a renderer
Jul
7
comment How to check for collisions in “diagonal” tiles?
Why not allow the pathfinder to find a path between D1 and B even if C1 and C2 are blocked?
Jul
7
comment How does Texture Mapping work?
@Odie you can ask a new question about generating uvs in runtime, its an extensive topic and I don't know enough about it answer here.
Jul
7
comment How does Texture Mapping work?
If the model-maker does not give (u,v) coordinates you can pick other methods to calculate it (like sphere/cube projection/etc0, but in the end you will still end up using uv coordinates for each vertex.
Jul
7
answered How does Texture Mapping work?
Apr
14
comment Render scene twice in OpenGL, overlay second render with tranparency
You could render the scene in two different render-to-textures and combine in a shader on a third pass, but that would probably be slower than just using alpha on the second pass.
Apr
4
comment How are vertices determined complex geometries in an ever changing game state
You dont (usually) mess with the vertices after they are in memory, what you do is use a shader and matrix transformations to move your objects around
Apr
2
awarded  Popular Question
Feb
28
awarded  Yearling