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Jul
20
comment Is there an algorithm for a pool game?
@Poldie If the dot is negative, the balls are already moving away from each other. No need to handle collision in that case.
Jul
14
comment Get light positions from an environment map
Instead of creating light sources matching your environment map, consider using the environment map directly to illuminate your scene. Specular reflections are trivial and for diffuse lights you can use CubeMapGen.
Jul
10
comment Skybox: OpenGL texCUBE vs a textured cube
See gamedev.stackexchange.com/questions/60313/…
Jul
10
comment OpenGL - using gluSphere
Take a look at instancing.
Jul
9
comment OpenGL - using gluSphere
Don't switch to gluSphere. It's unlikely going to increase efficiency and it will only make the code more complex when you have non-GLU objects as well.
Jul
2
comment How to shade hair (line segments) correctly in GLSL
To render hair you need anisotropic lighting.
Jun
24
comment Bullet 3D Physics Objects Not Rotating?
There is nothing in Bullet Physics to enable rotations when getting started. They should work out of the box unless they are somehow disabled. I suggest going through the bundled demos and comparing them to your code until you find the problem.
Jun
1
comment How to follow object on CatmullRomSplines at constant speed (e.g. train and train carriage)?
possible duplicate of Determine arc-length of a Catmull-Rom spline
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
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
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.
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
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
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.
Feb
28
comment OpenGL - How to use depth checking and alpha blending at the same time?
You only need to sort the translucent objects and render them after all solid objects.