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bio website AppProgramming.webs.com
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visits member for 1 year, 5 months
seen Jun 9 '13 at 14:14

May
2
comment Most effective way to build a lobby application for a game?
I am not entirely sure, but I think every game has it's own way of doing these things. There are thousands of different ways to build this kind of an interface. I would just use the same system to render this as you do for everything else in the game.
Feb
15
comment Opengl lighting not working
In that case, I usually find that the normals are not calculated properly or the light is not close enough. I would add some temporary controls to move the light around while the program is running and log the coordinates for you. If that does not work, I don't know what to tell you.
Feb
14
comment Opengl lighting not working
If it is a dark grey and not just black, then you only need to adjust the light settings. If it is black, I cannot help because the code looks fine. Maybe you could include a little more for us?
Feb
9
comment GLSL code is very slow…why?
This app draws only a little bit more, but surely not enough for a big drop in fps.
Feb
9
comment GLSL code is very slow…why?
Because I copied all of the other relevant code from one of my other apps, which functions very well.
Feb
9
comment GLSL code is very slow…why?
I call it once per texture when the application starts. That is all. That is why I am so confused.
Jan
21
comment How do I create geometry in SceneKit?
Thank you very much.
Jan
7
comment GLSL light coloring blocked surfaces
I am working on implementing this now. That second tutorial is very thorough and geared toward beginners, so it is already giving me nice results. I've also combined the multisample and shadow shaders and buffers, so performance is now barely effected! Can you add this as an answer so I can mark it?
Jan
6
comment GLSL light coloring blocked surfaces
That is not what I said. I simply said I would prefer that. I am open to doing whatever I need to.
Jan
6
comment GLSL light coloring blocked surfaces
I have found a bit of a problem with that. As the scene rotates, the light appears to illuminate things differently. Instead of giving me a smooth, circular lighting pattern, it seems to simply apply light in a cone shape from the center of each object to the edge pointing toward the light. You would expect that, but while the objects and the light are not moving, the lighting patter changes based on the rotation and scaling of the matrices.
Nov
19
comment GLSL per pixel lighting with custom light type
Any idea what is wrong?
Nov
18
comment GLSL per pixel lighting with custom light type
Actually, now it seems to move with the view, not the rest of the scene. The light is always in the bottom left corner of the screen no matter what happens. Apart from that, this is working perfectly.
Nov
17
comment GLSL per pixel lighting with custom light type
I tried that, but now I just get a laser-style light. I've edited the main post the illustrate it.