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17h
answered Incorrect Normal Matrix
2d
answered Image edges are distorted inside game
2d
comment Image edges are distorted inside game
Try setting your texture filter to Linear.
2d
comment Image edges are distorted inside game
You have not given any info about the technology or software stack you are using.
Apr
12
comment trouble getting the lighting and material set up right
The specular looks correct in the left sphere. Perhaps there is something wrong with the geometry of the other object, e.g. normals are incorrect. Check if there is any different when using glEnable(GL_NORMALIZE);
Mar
28
awarded  java
Mar
27
answered Client code handling its own generics when returned by an engine
Mar
27
comment JBullet move object rigidbody in code?
What's the problem you are having with the given code?
Mar
27
revised JBullet move object rigidbody in code?
Improved tags
Mar
27
reviewed Approve JBullet move object rigidbody in code?
Mar
26
comment (Java) Trying to animate an arraylist of coins with a (working) animation class
If draw() is overridden for Coin class, why does it check if (type == ObjectType.COIN)? It's hard to say how your Animator class should interact with Coin as you didn't give any details of the Animator class.
Mar
15
comment Flipped model has wrong triangle order
As far as I know the options are either to do it this way or create a copy of the index buffer with reversed vertex order. If you are rendering reflections, you only need to change the winding order one time if you render all reflected models at once.
Mar
15
answered Flipped model has wrong triangle order
Mar
5
comment Is there a quick way to determine if a vector is in a quadrant?
Related: gamedev.stackexchange.com/questions/49290/…
Feb
18
revised Understanding normal mapping
edited title
Feb
13
revised How to implement accurate frame-rate-independent physics?
Changed title which gave the wrong impression of requesting a 100% exact solution.
Feb
13
comment How to implement accurate frame-rate-independent physics?
The linked question and answers explain that using fixed time step is really the way to solve your problems.
Feb
13
comment How to implement accurate frame-rate-independent physics?
possible duplicate of Fixed time step vs Variable time step
Feb
5
comment Physics-based rotation with an array of pixels
For reference, I have created a simple physics simulation with the above method. Video at youtube.com/watch?v=CXEqf5zPSsk. I also believe that the game Gish uses this method successfully.
Feb
1
comment Java JBullet models not colliding
You need to ensure that the sizes you are passing are correct. This applies to both createByteBuffer() and TriangleIndexVertexArray(). At least for indices * 3 doesn't look correct.