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  • 9 votes cast
Aug
25
awarded  Necromancer
Aug
12
comment WebGL - send part of texture to GPU
I am creating WebGL acceleration for photopea.com photo editor. User would draw using Brush into layer. Each layer must be on the GPU for fast blending. Project may have a layer of 4000x3000 px (4 channels => 48 MB), which may be changed in every frame (as mouse moves). To get 60fps, I need to send 2.9 GB per second.
Aug
11
revised WebGL - send part of texture to GPU
added 239 characters in body
Aug
11
comment WebGL - send part of texture to GPU
That is a nice solution! But in my case, sub-areas are not too wide, so copying out 100x100 sub-area into separate array would be faster, than uploading a 1000x100 wide stripe.
Aug
11
revised WebGL - send part of texture to GPU
edited tags; edited title
Aug
11
awarded  Student
Aug
11
asked WebGL - send part of texture to GPU
Nov
16
answered Scripting vs Programming
Sep
14
awarded  Yearling
Mar
17
comment HTML5 Canvas: Get rect coords after rotation (relative to screen)
I learned it at university. Maybe this will help you khanacademy.org/math/linear-algebra
Mar
16
comment HTML5 Canvas: Get rect coords after rotation (relative to screen)
You should learn some linear algebra and linear transformations. It will save you hundreds of questions like this in the future.
Sep
14
awarded  Yearling
Aug
15
revised Recreating this flat-shaded look
added 4 characters in body
Aug
15
answered Recreating this flat-shaded look
Aug
3
comment Algorithm to find all tiles within a given radius on staggered isometric map
What is your representation of tile map? If you have some graph topology above it, you can do BFS.
Aug
3
comment Algorithm to find all tiles within a given radius on staggered isometric map
To answer your question, you just simply loop through all the tiles and compute the distance between the center of that tile and your point. Then you compare that distance to your radius and decide, whether it is within the radius or not.
Aug
3
comment Algorithm to find all tiles within a given radius on staggered isometric map
In tile-based maps, people usually use "number of cells" as "radius". E.g. some "tower" has a range of 5 cells, which can be upgraded to 7 cells.
Jul
7
comment How to prevent clipping when moving through a tunnel?
Try to scale up the whole thing, so the clipped parts lie outside of projection rectangle.
Jun
21
comment How can I divide a 3D mesh into small pieces?
there are many "disjoint subsets of set". Which of them do you want?
Jun
20
comment How can I divide a 3D mesh into small pieces?
and small pieces should have a volume? Should small pieces for a cube be cubes, or 2 triangles for each cube face? Can you subdivide triangles?