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A game developer, not really indie or commercial. Trying to find a way...


1d
comment Clip shadow frustum to scene bounds
@Dudeson Multiple cuts should produce multiple segments. If you start to cut every triangle with the same plane, this should produce a very limited and incomplete set of segments. P.S. For a solution like this, why cut all triangles? Seems like cutting the top ones should be enough.
2d
comment How can I manually syncronize render calls with a monitor's refresh rate in Direct3D 9?
"I want to allow time between frames to process work( i.e. visibility, animation, etc. )." - surely VSync shouldn't stop multithreading? also, any reason why you can't do that work before calling Present()?
2d
comment Clip shadow frustum to scene bounds
@Dudeson A solution without a buffer in what sense? No storage for clipped triangles? How would that work?
2d
reviewed Approve Gradual rotation of an object in Java
2d
comment Clip shadow frustum to scene bounds
@Dudeson most combinations simply will not produce intersections, so you can skip them at the earliest possibility
2d
reviewed Approve Changing the color of a sprite at runtime
2d
comment Clip shadow frustum to scene bounds
@Dudeson yes, all combinations. With 12 planes there should be 220 such combinations.
2d
revised Clip shadow frustum to scene bounds
added 37 characters in body
Jul
2
answered GL_INVALID_OPERATION on glBindVertexArray Despite glGenVertexArrays()
Jul
2
comment GL_INVALID_OPERATION on glBindVertexArray Despite glGenVertexArrays()
Could it be that you're calling the destructor before "draw", perhaps by copying the instance of Polygon class?
Jul
2
comment GLSL Fragment shader lighting lambert term
@PhilLira, sRGB has nothing to do with implementation of the Lambert diffuse lighting, which is what the question is about, not "why image looks wrong" (or whatever it is you assumed the question to be about). He posted both versions of the code he used (one is commented out) and both images. What is unclear about it?
Jul
2
comment GLSL Fragment shader lighting lambert term
@PhilLira, it has nothing to do with color spaces. Please read the code given by OP.
Jul
2
reviewed Approve How to make “Events”/ Scripted Scenes
Jul
2
comment GLSL Fragment shader lighting lambert term
@RhiakathFlanders, you can always increase light intensity and experiment with attenuation equations, it could produce similar results while still making more sense mathematically.
Jul
2
revised GLSL Fragment shader lighting lambert term
added 4 characters in body
Jul
2
answered GLSL Fragment shader lighting lambert term
Jul
2
answered WebGL techniques for normal mapping on morph targets?
Jul
2
comment GL_INVALID_OPERATION on glBindVertexArray Despite glGenVertexArrays()
Did you check that glGenVertexArrays succeeds and what's in m_VAO after the call? Also, do you have a GL3+ context? And how do you get your GL extension functions (like glBindVertexArray)?
Jul
2
comment How to design parameters for events
+1 for unions, -1 for inheritance - not much point in making logistics of the Event struct hard and requiring memory allocation and management where none should be necessary. It's a shame that C++ doesn't allow generating the latter from the former automatically, though.
Jul
2
comment Clip shadow frustum to scene bounds
@Dudeson that might actually be more complex - triangle clipping may produce new triangles, so there have to be multiple variable-size buffers; and checking for points in plane hull is simple - for each plane, check if it's behind plane, if so - discard it -- and there is no additional checking necessary if you meant that, since this check would test for points being in both scene AABB and light frustum