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May
31
comment Why distance field text rendering have clear outline?
Where did you read that it would use nearest-neighbour interpolation? From the paper you linked: "*take advantage of the bilinear interpolation present in all modern GPUs".
May
28
comment Creating blur with an alpha channel, incorrect inclusion of black
Can you describe the problems you still have, preferably with screenshots?
May
28
comment Creating blur with an alpha channel, incorrect inclusion of black
Sounds like you shouldn't divide with a constant factor based on the kernel size, but instead accumulate the alpha values from the samples and divide by that.
May
22
comment How to save and restore Bullet Physics state?
That's an interesting approach. Unfortunately it doesn't help me, as I'm using the Java port where memory is managed by the JVM. For others this sounds helpful. How do you connect the restored Bullet memory to the rest of the game world when loading?
May
22
awarded  Popular Question
May
13
comment How I reuse the same vertex data, but have different colors, for my sphere objects?
Sounds like instancing is what you are looking for. See opengl.org/wiki/Vertex_Rendering#Instancing
May
12
reviewed Reject suggested edit on Where can I find free sprites and images?
May
11
comment How to load resources in LWJGL
How is this question different from your previous question?
May
9
comment (LWJGL) Exporting Textures with JarSplice
Your problem is that you are using FileInputStream to load resources. You should use ClassLoader.getResourceAsStream or similar. See gamedev.stackexchange.com/a/50967/2158
Apr
15
comment JBullet - Detecting when 2 objects collide?
It goes inside the internalTick implementation of the first snippet replacing the comment.
Apr
14
answered JBullet - Detecting when 2 objects collide?
Apr
2
reviewed Approve suggested edit on Moving an object toward another object on sphere knowing their quaternions
Apr
1
reviewed Approve suggested edit on Andengine how to change the onscreen control directions?
Mar
29
comment How to use LWJGL Vertex Buffer Objects?
@Gamefreak0 Sorry I read your question too quickly. I hope my new answer is more helpful.
Mar
29
answered How to use LWJGL Vertex Buffer Objects?
Mar
28
comment How to use LWJGL Vertex Buffer Objects?
See my answer to the same question on Stackoverflow: stackoverflow.com/questions/6172308/opengl-java-vbo/…
Mar
23
reviewed Reject suggested edit on Dynamic Dijkstra
Mar
20
answered GLSL: sampler2D fallback to constant color?
Mar
12
awarded  Guru
Mar
8
comment XNA HLSL Shader Glow
@mk1 Blurring in frequence domain is a simple operation, see Convolution. This reduces the complexity of abritrary sized blur to O(1) per pixel. This doesn't include the complexity of the Fourier transformation though, which is heavier than a traditional blur with a small blurring kernel.