155 reputation
5
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:

Me on Twitter;
My shared projects.


Feb
26
accepted Using depth buffer on a sprite
Feb
24
asked Using depth buffer on a sprite
Feb
15
comment Can I use a shader with 2 different textures in Cocos2D (x)?
Can't you just do it through attributes?
Feb
11
revised Bezier curve not drawn correctly
deleted 581 characters in body
Feb
11
revised Bezier curve not drawn correctly
added 583 characters in body
Feb
11
accepted Bezier curve not drawn correctly
Feb
11
revised Bezier curve not drawn correctly
deleted 2 characters in body
Feb
11
asked Bezier curve not drawn correctly
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.
Feb
7
accepted Cook Torrance model implementation : black specular light
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 .
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.
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.
Feb
5
asked Cook Torrance model implementation : black specular light
Feb
4
asked Fragments never falling into spot light's cone
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.
Feb
4
accepted Phong lighting model unrealistic result
Feb
3
revised Phong lighting model unrealistic result
added 81 characters in body
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.
Feb
3
awarded  Commentator