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Nov
20
comment How does HLSL handle clip(vector)?
You can specify custom clip planes with GLSL using gl_ClipDistance. This link looks like a fine introduction to this feature of OpenGL.
Nov
12
answered fast java2d translucency
Nov
11
comment Scalability of multi-threading in game server
@Byte56: That link seems to be about client threading, whereas this question seems to be about scalability of threads on server. Regarding number of threads in Java, search for Non-blocking I/O (NIO) versus Blocking I/O. E.g. stackoverflow.com/questions/4752130/…
Nov
7
comment StringBuffer behavior in LWJGL
You really should learn to utilize debugger well. It would have revealed the problem by inspecting the content of the array and also how that null character got there.
Nov
3
comment fast java2d translucency
Instead of using VolatileImage, you could try using createCompatibleImage, which returns a BufferedImage that might be accelerated. On the other hand the BufferedImageOp could be really slow and make other optimizations useless. What do you plan to do with the BufferedImageOp? What do you want to achieve with all of this rendering?
Nov
3
comment fast java2d translucency
I see two possible performance issues in the given code. 1) You are recreating the volatile image in every paintComponent and 2) You could draw the image directly instead of using image.getSnaposhot(). See the example in the beginning of VolatileImage documentation for how to deal with both of the problems.
Nov
2
comment fast java2d translucency
Why are you rendering the circles through a volatile image instead of directly to the Graphics object of the paintComponent method?
Oct
27
revised Laser Beam End Points Problems
Fixed a typo
Oct
27
answered Laser Beam End Points Problems
Oct
16
reviewed Approve suggested edit on Triangle Clipping
Oct
16
comment Triangle Clipping
What are you actually trying to achieve?
Oct
13
comment Moving clouds in OpenGL ES 2
See freespace.virgin.net/hugo.elias/models/m_clouds.htm and especially the part "Putting the clouds in the sky".
Oct
4
awarded  Enlightened
Oct
4
awarded  Nice Answer
Oct
4
answered OpenGL ES 2.0 obscured texture is visible
Oct
4
comment OpenGL ES 2.0 obscured texture is visible
Sorry, I did not initially see the depth in that picture, as it looked like a "Worms-style" landscape. Now it's clear. Enabling depth test should be enough for you. One common problem that breaks depth test seems to be using 0.0 as the near plane for gluPerspective
Oct
4
comment OpenGL ES 2.0 obscured texture is visible
It is unclear from the question which mesh should be in front, as the question states that the brown mesh is in front, but the picture suggests that this is not what you want. Also the important part is missing from the question: How are you defining the z-order of the meshes in your code?
Sep
29
comment Does HDR rendering have any benefits if bloom won't be applied?
Note that HDR pipeline does require HDR data. You can use traditional 8 bits per channel textures but still benefit from HDR pipeline.
Sep
18
answered Drawing transparent and opaque 3D objects. How do I preventing z-fighting?
Sep
18
revised Working With D3D11/OpenGL Shader Reflection
Improved code sample and added more info about the returned uniforms.