| bio | website | |
|---|---|---|
| location | Finland | |
| age | ||
| visits | member for | 7 months |
| seen | 6 hours ago | |
| stats | profile views | 33 |
Graphics and games is my day.
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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. |
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8h |
answered | GLSL Shaders-> How to manage? |
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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. |
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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. |
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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. |
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May 10 |
comment |
How to disable mipmapping? They can sometimes write their docs in a confusing way. |
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May 8 |
comment |
How to disable mipmapping? you have to fill the texture up with data when you create it. thats all. |
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May 8 |
answered | How to disable mipmapping? |
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May 2 |
comment |
C# Rendering Loop you are missing this->Show, i assume. you are not telling the window to showup. |
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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 |
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Apr 27 |
answered | What's the complexity, given current technology, of writing a decent scene renderer in OpenGL? |
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Apr 25 |
answered | In DirectX 11, batching primitives for performance, how does this actually work? |
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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. |
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Apr 9 |
answered | DirectX How to Gernerate Vertices for Diamond Shape and Render it? |
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Apr 6 |
answered | Real Time vs Turn Based (XNA) |
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Apr 4 |
revised |
changing depth stencil state in DirectX11 added 16 characters in body |
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Apr 4 |
revised |
changing depth stencil state in DirectX11 added 245 characters in body |
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Apr 4 |
answered | changing depth stencil state in DirectX11 |
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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. |
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Mar 26 |
revised |
Rendering a simple game and multiple simple geometry added 803 characters in body |