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Jul
11
awarded  Yearling
Jul
11
answered OpenGL - Buffer Usage
May
13
comment Pixel Buffer Object (PBO) does not work correctly
Your buffer, and the amount of chars you copy is too few. You are missing the fact there are 3 components, each 1 char in size, so you need a '* 3' in there.
Apr
23
comment How do I deal with different “types” of entities in Entity-Component-System model?
It depends on exactly how 'different' you want entities to react. There's nothing to stop you making the DamageComponent configurable, but you need to take care you don't bundle every feature into a single component. How different to you see collision responses being?
Apr
23
comment How do I deal with different “types” of entities in Entity-Component-System model?
Yes, and that's the point of component based entity systems. In the above example the DamageComponent's response to a collision is to damage the Entity it collided into. The AnimationComponent could play an animation. The logic for what response you get is in the choice of components, not hard coded in an if statement.
Apr
23
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
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()