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  • 0 posts edited
  • 5 helpful flags
  • 87 votes cast
Jul
20
comment Vertex Color won't pass to HLSL shader to be rendered
What are the changes performed in C# code to switch from your effect to BasicEffect? Also, what's the associated C# code for using your effect? Since the shader seems to be fine, I'm guessing there might be some issues in the usage code.
Jul
19
comment Vertex Color won't pass to HLSL shader to be rendered
From github.com/mono/MonoGame/blob/master/MonoGame.Framework/… - MonoGame seems to be using a different vertex data input structure. Perhaps you could using their struct (VSInputNmTxVc, with the same data types and member order) and see if that helps?
Jul
17
reviewed Approve Why does flipping 1 texture region cause an identical texture region to also be flipped? (libGDX)
Jul
16
reviewed Approve How to move the generated polygon horizontally in openGL?
Jul
15
comment Best collision algorithm for Axis Aligned Bouding Boxes
@SethBattin A low-end 1 GHz CPU on Android can easily crunch at least 100k hash table reads per second, you think 3200 two-instruction cache-efficient comparisons can slow anything down? No need to assume ridiculous things. Any tech this wouldn't work on was discontinued at least 10 years ago. As for "conflating" - you seem to be imagining things now. a) Nobody except you is talking about "bodies". b) OP wants to compare AABBs. c) At no point did I say that AABBs have to be integrated in AABB trees. P.S. BVHs have overhead, you know. It's not like they magically speed things up for free.
Jul
15
comment Best collision algorithm for Axis Aligned Bouding Boxes
@SethBattin I'm not sure what you think I'm saying. And what "bodies"? To my understanding, we're talking about AABBs here.
Jul
15
answered Best collision algorithm for Axis Aligned Bouding Boxes
Jul
13
answered Capturing small details in textures without making a huge map
Jul
12
reviewed Approve Color key or transparent images?
Jul
11
revised Achieving Retro Resolution with HD
fixed a minor typo in code
Jul
11
answered Achieving Retro Resolution with HD
Jul
11
reviewed Approve Networking with UDP, should I keep sockets open on the server
Jul
11
revised DirectX 11 throws out my pixel shader when I multiply verts by MVP
added 1 character in body
Jul
11
answered DirectX 11 throws out my pixel shader when I multiply verts by MVP
Jul
6
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.
Jul
5
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()?
Jul
5
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?
Jul
5
reviewed Approve Gradual rotation of an object in Java
Jul
5
comment Clip shadow frustum to scene bounds
@Dudeson most combinations simply will not produce intersections, so you can skip them at the earliest possibility
Jul
4
reviewed Approve Changing the color of a sprite at runtime