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2d
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.
Feb
4
comment 3d Water Simulation formula questions
There is no + 1 in your function after Math.sin.
Jan
26
comment How to achieve anisotropic filtering
The scale of the texture looks different between the two pictures. With nVidia the texture is repeating faster than on Intel. Maybe there is something else wrong than the mipmap generation.
Jan
18
comment How do I make a natural-looking map from some Voronoi regions?
Try merging some adjacent cells randomly.
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.
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
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
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.
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.