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  • 10 votes cast
Jul
2
comment GLSL Fragment shader lighting lambert term
I think you misread it. Read the Efficiency section.
Jul
2
comment ETC1 Support on android alpha problem (GLSL cocos2d-x)
@Sleicreider the rendering order and z matters. You should render transparent objects from front-to-back. The .a or .r matter depends on the texture format you uploaded texture to gpu.
Jul
2
awarded  Commentator
Jul
2
comment GLSL Fragment shader lighting lambert term
@snake5 I worded my comment wrong. The light difference I mean would be to achieve a brighter effect with normalized vectors. He didn't posted the fragment output section and as a side note I'm stating that if he doesn't use either sRGB frambuffer extension or convert final color to gamma space in shader his light computation will be wrong.
Jul
2
comment GLSL Fragment shader lighting lambert term
@RhiakathFlanders Also, that light difference might be due to gamma vs linear space. http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html
Jul
2
answered GLSL Fragment shader lighting lambert term
Jul
2
answered ETC1 Support on android alpha problem (GLSL cocos2d-x)
Jul
2
comment Outline with toon shader in unity is way too large
What happens if you change the model import setting to compute normals instead of importing it? I'm guessing the normals for this shader were either exported trashed or the model doesn't have a normal channel at all.
Jun
30
awarded  Teacher
Jun
29
answered Causes of Scene Build File Size Bloat in Unity
Jun
28
awarded  Autobiographer
Jul
2
awarded  Curious
Nov
5
accepted Game has noticeable frame drops but when through a profiler it always runs smooth
Nov
5
comment Game has noticeable frame drops but when through a profiler it always runs smooth
Thanks! That would help a lot!
Nov
5
asked Game has noticeable frame drops but when through a profiler it always runs smooth
Oct
10
revised Objects won't render when Texture Compression + Mipmapping is Enabled
added 64 characters in body
Oct
10
accepted Objects won't render when Texture Compression + Mipmapping is Enabled
Oct
10
comment Objects won't render when Texture Compression + Mipmapping is Enabled
I was setting the filtering but not texture max level. When I did set max level to the number of mipmaps (7) it worked! I guess OpenGL was trying for some reason to get a level above that which doesn't make sense since it would map to a 1x1 pixel and the texel portion is much greater than that.
Oct
9
asked Objects won't render when Texture Compression + Mipmapping is Enabled
Sep
28
comment failbit is being set and I can't figure out why
@nathan As far as I'm concerned games do have sound processing, don't they? and yes, this is for a rhythm game. They usually load guitar and vocal charts as midis.