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Jan
16
answered LWJGL Adding Textures with VBOs
Jan
14
comment parametric 3D sphere unwrapping math for perfect 3D-textures
Even after your edit cube map satisfies all your requirements and is supported by the graphics hardware. Also there is no such thing as a perfect or the most accurate solution for this problem. Different solutions have different pros and cons and introduce different distortion.
Jan
13
comment parametric 3D sphere unwrapping math for perfect 3D-textures
I would store it in a cube map.
Jan
9
revised LWJGL Camera Rotation Issues
rolled back to a previous revision
Jan
1
reviewed Reject Bezier Curves for visual programming node connectors
Dec
30
awarded  Quorum
Dec
28
answered How should I determine the bounding rectangles for frames within a sprite sheet?
Dec
27
answered Controls: Rolling on a ceiling
Dec
26
answered What are the pros. and cons. of different representations a custom geometry format for a mobile based engine?
Dec
26
comment Why not use vectors to represent orientation?
Rotation can also be used for orientation. Transformation usually means orientation/rotation + translation when talking about objects. Scale is also often included, if it's an allowed operation in the context.
Dec
22
comment How do Raymarch shaders work?
Iñigo Quilez has written excellent tutorials about that. See iquilezles.org/www/articles/raymarchingdf/raymarchingdf.htm, iquilezles.org/www/material/nvscene2008/nvscene2008.htm and iquilezles.org/www/articles/distfunctions/distfunctions.htm. These cool shaders are not just any raymarching, but specifically raymarching distance fields, also called sphere tracing.
Dec
19
comment Why not use vectors to represent orientation?
No. Direction is not the same as orientation.
Dec
16
comment JME3 Transparent Image Shows Geometries Behind
I didn't find anything suggesting it's deprecated. Do you have a reference for that? Anyway, did it solve the problem?
Dec
13
awarded  Popular Question
Dec
13
comment JME3 Transparent Image Shows Geometries Behind
I haven't used JMonkeyEngine, but some googling reveals that you should specify QUEUE_TRANSPARENT for Spatial.setRenderQueueMode() for the box.
Dec
13
answered JME3 Transparent Image Shows Geometries Behind
Dec
11
comment Color bleed on voxel edges when using anti-aliasing
See gamedev.stackexchange.com/questions/46963/…
Dec
10
comment Rendering order
See also gamedev.stackexchange.com/questions/43635/…
Dec
10
comment Rendering a model with transparent or translucent uv map applied doesn't work
First enable backface culling. That should make it a lot better, but still wrong. Then proceed to solving the sorting issue if you still need to.
Dec
8
comment Do videogames use numerical solutions?
Numerical solutions are used in video games although not that often. The most typical case for me has been computations related to spline curves. E.g. finding the closest distance to a curve or moving with constant speed along the curve needs numerical methods to solve.