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Software Developer.


Feb
19
awarded  Critic
Feb
10
comment What's wrong with my code?
You're adding velocity to position on y, then checking to see if position + velocity > height. Perhaps set it equal to height if it's greater, ELSE add velocity, instead?
Feb
10
awarded  Commentator
Feb
10
comment FFMPEG Opengl video rendering
Have you looked at gStreamer libraries at all? I use them at work for video streaming/pipeline work. Take some getting the hang of, but they're quite comprehensive (use FFMPEG in places too).
Feb
8
comment OpenGL, fetching the names of all uniform blocks in your program
Didn't actually know this existed. I'll look at it. Thanks :)
Feb
8
accepted OpenGL, fetching the names of all uniform blocks in your program
Feb
8
comment OpenGL, fetching the names of all uniform blocks in your program
I wasn't do it so it was faster Nicol, just because I thought it was more "correct" to enumerate them, rather than trying each one and failing if it wasn't there. Anyway, thanks very much for this.
Feb
7
asked OpenGL, fetching the names of all uniform blocks in your program
Feb
4
awarded  Teacher
Feb
4
answered Gaussian blur filter and “shimmering”
Feb
4
asked Gaussian blur filter and “shimmering”
Jan
23
revised Light following me around the room. Something is wrong with my shader!
Added what the problem was in the end.
Dec
11
awarded  Scholar
Dec
11
awarded  Supporter
Dec
11
accepted Light following me around the room. Something is wrong with my shader!
Dec
11
comment Light following me around the room. Something is wrong with my shader!
Ok, I'll spend tomorrow playing around with those ideas. Seems some things are back to front in the pixel shader.
Dec
11
comment Light following me around the room. Something is wrong with my shader!
I will give that a go Archy. So you would finger the fragment shader as the culprit then? I've been through the vertex shader 100 times and think it's pretty tight. Fragment shader is a different matter.
Dec
11
comment Light following me around the room. Something is wrong with my shader!
In my light class I throw an exception if ConeMin > ConeMax or attenuationMin > attenuationMax.
Dec
11
comment Light following me around the room. Something is wrong with my shader!
I tried it a different way, transforming the light position and the light "look at" point into view space before then making the vector. Same result. Light follows the camera around the room :(.
Dec
11
comment Light following me around the room. Something is wrong with my shader!
Yes, the TransformNormal function takes a non-const reference and modifies the reference. It also returns the reference for ease of use. The minus sign is superfluous indeed. Not sure how that happened.