367 reputation
311
bio website
location
age
visits member for 2 years
seen 26 mins ago

44m
answered How do I deal with different “types” of entities in Entity-Component-System model?
Mar
11
comment How can I efficiently implement a bitmask larger than 64-bits for component existence checks?
Dungeon Siege had 169 (21 C++ components, 148 script ones) PDF
Feb
28
comment Why is glMapBufer returning NULL?
Can you put a glGetError just before the glMapBuffer and see if there's an error before you attempt to map it?
Dec
27
awarded  Notable Question
Jul
30
answered ArrayList mixing up indexes?
Jul
29
awarded  Enthusiast
Jul
16
awarded  Nice Question
Jul
9
answered Odd blending result (semi-transparent 2d quad over 3D scene)
Jul
9
comment Odd blending result (semi-transparent 2d quad over 3D scene)
Ok, if you don't have a fragment shader bound, and turning off blending shows it correctly, then you have something else in your state that is messing with the alpha value, since that image could not have been produced if the alpha value was 1. I think you might need to post the setup code to rendering the quad.
Jul
9
comment Odd blending result (semi-transparent 2d quad over 3D scene)
If you disable blending, does the quad render the correct colour?
Jul
9
comment Odd blending result (semi-transparent 2d quad over 3D scene)
Do you have any fragment shader bound when rendering the quad?
Jul
8
awarded  Commentator
Jul
8
comment Odd blending result (semi-transparent 2d quad over 3D scene)
Firstly, did you mean glBegin(GL_QUADS) rather than glEnable(GL_QUADS) (which is invalid). Secondly, can you paste the code that draws the quad?
Jul
5
awarded  Yearling
Jul
5
answered Should I use delta time (elapsed time between frames)?
Jul
3
comment Improving performance of a particle system (OpenGL ES)
Sorry, that should have been: ByteBuffer.allocateDirect(4*x).order(ByteOrder.nativeOrder()).asFloatBuffer()
Jul
3
comment Improving performance of a particle system (OpenGL ES)
How are you creating your FloatBuffer? FloatBuffer.allocate(x)? This will create a non-direct version, which is not ideal when dealing with OpenGL. To create a direct version you need to do: ByteBuffer.allocateDirect(4*x).asFloatBuffer()
Jun
1
awarded  Popular Question
Feb
6
awarded  Custodian
Feb
6
reviewed No Action Needed NavMeshAgent in Unity giving jerky performance