| bio | website | |
|---|---|---|
| location | Italy | |
| age | 23 | |
| visits | member for | 5 months |
| seen | May 5 at 0:45 | |
| stats | profile views | 10 |
Information science student in Italy, still to graduate.
I studied and know well C and Objective-C for Mac OS X and iOS (also some C++, Java, PHP and SQL). I had fun mostly with OpenGL, SQLite and Cocos2D.
I like Programming because it's like building castles with LEGO.
More Info:
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Feb 26 |
accepted | Using depth buffer on a sprite |
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Feb 24 |
asked | Using depth buffer on a sprite |
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Feb 15 |
comment |
Can I use a shader with 2 different textures in Cocos2D (x)? Can't you just do it through attributes? |
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Feb 11 |
revised |
Bezier curve not drawn correctly deleted 581 characters in body |
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Feb 11 |
revised |
Bezier curve not drawn correctly added 583 characters in body |
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Feb 11 |
accepted | Bezier curve not drawn correctly |
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Feb 11 |
revised |
Bezier curve not drawn correctly deleted 2 characters in body |
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Feb 11 |
asked | Bezier curve not drawn correctly |
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Feb 7 |
comment |
Cook Torrance model implementation : black specular light I think that the c++ code was wrong, if I switch to another project I don't have this problem. |
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Feb 7 |
accepted | Cook Torrance model implementation : black specular light |
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Feb 6 |
comment |
Cook Torrance model implementation : black specular light I'm studying it (also) from here: content.gpwiki.org/index.php/D3DBook:(Lighting)_Cook-Torrance , where in the last image it shows what should be the result with F0=3.0 . |
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Feb 6 |
comment |
Cook Torrance model implementation : black specular light Fresnel is the term that makes this happen, if F is greater than 1.0 ,because Rough and Geom don't depend on F. |
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Feb 5 |
comment |
Cook Torrance model implementation : black specular light Ok I thought it was solved, but it still doesn't work. Or better: it works only if F isn't greater than 1.0 ; Otherwise I see all the reflected light as black. |
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Feb 5 |
asked | Cook Torrance model implementation : black specular light |
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Feb 4 |
asked | Fragments never falling into spot light's cone |
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Feb 4 |
comment |
Phong lighting model unrealistic result Sorry that I told you I was accepting this answer, but later I discovered there were more problems with the code. |
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Feb 4 |
accepted | Phong lighting model unrealistic result |
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Feb 3 |
revised |
Phong lighting model unrealistic result added 81 characters in body |
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Feb 3 |
comment |
Phong lighting model unrealistic result I did an extra normalization when calculating the normal, I changed it to normal= gl_NormalMatrix * gl_Normal; Now there isn't that shadow but I still have the doubt that it's not correct. Now it looks like the last image. |
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Feb 3 |
awarded | Commentator |