218 reputation
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location Norway
age 26
visits member for 1 year, 9 months
seen Nov 13 '13 at 16:07

Nov
8
comment RTS Voxel Engine using LWJGL - Textures glitching
You may be aware that texture coordinates are normalized, and a complete texture ranges from 0,0 (top left) to 1,1 (bottom right). So, if your texture is 256x256 pixels, and you wish to use 16x16 for one cube, each cube will use range of 1/(256/16) = 0.0625 = 1/16, so the first cube has the 4 coordinates (0,0) (1/16, 0) (1/16, 1/16) and (0, 1/16). You could check this is correct by inserting a breakpoint and inspecting your coordinates. You could also try to render a single cube without glitches.
Jul
20
awarded  Yearling
Jun
25
revised What is the purpose of bitdepth for the several components of the framebuffer in glfwWindowHint function of GLFW3?
the typical framebuffer format on desktop GL is 8-bits per channel. Not 32 bits per channel. If you used 32 bits per channel you would waste a lot of bits, as monitors are limited to much fewer bits. Also, the final framebuffer would require 4x as much memory...
Jun
25
suggested suggested edit on What is the purpose of bitdepth for the several components of the framebuffer in glfwWindowHint function of GLFW3?
May
2
comment How scanline rendering finds an intersection with an object
Good overview of the graphics pipeline with useful images/diagrams: duriansoftware.com/joe/…
Jul
29
answered Asteroids Ship Movement
Jul
22
awarded  Supporter
Jul
22
answered Timer to control the object in XNA
Jul
22
revised Timer to control the object in XNA
grammar, split first sentance
Jul
22
suggested suggested edit on Timer to control the object in XNA
Jul
21
revised Create acceleration with direction
formatting
Jul
21
revised Interactions between game objects
correct link to Factotum-edk
Jul
21
answered Create acceleration with direction
Jul
21
answered Interactions between game objects
Jul
20
awarded  Teacher
Jul
20
awarded  Editor
Jul
20
revised How should I handle tiny objects in a physics engine?
added 270 characters in body
Jul
19
answered How should I handle tiny objects in a physics engine?