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visits member for 7 months
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Graphics and games is my day.


8h
comment GLSL Shaders-> How to manage?
you could for instance pack propertys like flags and pass them to the gpu. there is many ways to do it, but you have to find the best one for your current game.
8h
answered GLSL Shaders-> How to manage?
May
14
comment Optimizing performance of a heavy fragment shader
You should never ever fetch the texture as a lookup. either pass the uv from the vertex so the pixelshader has the time to fetch the texture.
May
14
comment Shader applied to Texture is not showed in GLSLES
often you calculate them like this : vec4 transformed_tex_coord = multiTexCoord0; You dont transform them at all. they are only a value between 0 and 1. 0 beeing the right corner and 1 beeing the left. or viseversa depending on devices.
May
14
comment Shader applied to Texture is not showed in GLSLES
There could be two resons. 1 : your texture input is not valid, thus making the texture black. 2 : calculating uv cordinates is not done via multiplying them with model_view_projectionMatrix. you should only pass them on. beacuse they are alredy in the correct space.
May
10
comment How to disable mipmapping?
They can sometimes write their docs in a confusing way.
May
8
comment How to disable mipmapping?
you have to fill the texture up with data when you create it. thats all.
May
8
answered How to disable mipmapping?
May
2
comment C# Rendering Loop
you are missing this->Show, i assume. you are not telling the window to showup.
Apr
27
comment What's the complexity, given current technology, of writing a decent scene renderer in OpenGL?
no, not realy, that probablt makes it worse, since you dont know the skill of the programmer your hiering
Apr
27
answered What's the complexity, given current technology, of writing a decent scene renderer in OpenGL?
Apr
25
answered In DirectX 11, batching primitives for performance, how does this actually work?
Apr
9
comment What's the best way to start out as a game programmer?
for a pointer Gamedev.SE is a swedish gamedevelopment site. could be missconfusing.
Apr
9
answered DirectX How to Gernerate Vertices for Diamond Shape and Render it?
Apr
6
answered Real Time vs Turn Based (XNA)
Apr
4
revised changing depth stencil state in DirectX11
added 16 characters in body
Apr
4
revised changing depth stencil state in DirectX11
added 245 characters in body
Apr
4
answered changing depth stencil state in DirectX11
Mar
28
comment Why are graphics engines writern in C/C++, when games are GPU bound?
What do you base this on? this is not true.
Mar
26
revised Rendering a simple game and multiple simple geometry
added 803 characters in body