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Dec
8
revised Finding roots/zeros for collision detection?
Added tag
Nov
23
revised Drawing cube map and texture array on NVidia cards doesn't work
Embedded image
Nov
22
comment Wrong UV mapping when using small textures and positions
@ratchetfreak Oops, I was supposed to link to the whole question, not just to a single answer.
Nov
22
comment Wrong UV mapping when using small textures and positions
See gamedev.stackexchange.com/questions/46963/…
Nov
21
comment Texturing Custom Meshes/Terrain?
Maybe Triplanar texture mapping would be useful for you. See e.g. memoirsofatexel.blogspot.fi/2010/08/… or Google for more.
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 Triangle Clipping
Oct
16
comment Triangle Clipping
What are you actually trying to achieve?
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