173 reputation
6
bio website
location Adelaide, Australia
age 23
visits member for 1 year, 8 months
seen 2 days ago

An aspiring Indie Developer with a love of PC gaming and OpenGL, and a dream to legitimize D as a programming language worthy of replacing C++ in the Games Industry (and I re-affirm: that is -dream- okay?)


Jan
17
comment why is it faster to draw lots of small arrays than one big array?
Ah now I see, well I don't have any explanation for that, going over it myself you're right, if there would be a performance difference it seems logical it would be the method with more draw calls, I'm just as stumped as you.
Jan
17
answered why is it faster to draw lots of small arrays than one big array?
Jan
11
awarded  Editor
Jan
11
revised How can I render primitives to pixel coordinates?
Added a correction about how much to resize by, coordinates should be scaled by the inverse of HALF the resolution.
Jan
10
comment How to implement rotating Earth effect in 2D?
Or if you only see a fraction of the Earth, with the middle of the image off the corner of the screen, you could just rotate the image itself over time if you don't want to deal with stencils. Though the Moon would still need to be done either with frames or stencils if it's supposed to orbit the Earth
Jan
10
answered How to implement rotating Earth effect in 2D?
Jan
9
awarded  Teacher
Jan
8
comment How can I render primitives to pixel coordinates?
In that case I'd say it's better for you to do a little more study on DirectX and it's rendering pipeline before diving in too far, it's a little too much to explain in one simple comment. Just look up a few basic DirectX tutorials, the more the better as the more practice you get the more this will start to make sense. For this case in particular, provided all of your objects are positioned using Vector objects, just position everything in pixels from the center of the screen and then transform the vectors by the matrix I mentioned and it's almost the same as XNA's SpriteBatch.Draw
Jan
8
comment How can I render primitives to pixel coordinates?
As long as you keep the scales and translates the same as the viewport's size all coordinates should be pixel perfect for every vector the matrix is applied to. Just to gauge your knowledge though, do you know what I mean when I spit out words like vector and matrix?
Jan
8
answered How can I render primitives to pixel coordinates?
Jan
6
awarded  Analytical
Jan
6
awarded  Scholar
Jan
6
awarded  Supporter
Jan
6
accepted What is actually drawn when glDrawArrays and glDrawElements are called?
Jan
6
comment What is actually drawn when glDrawArrays and glDrawElements are called?
Cool! Then my problems have been solved! :D
Jan
6
comment What is actually drawn when glDrawArrays and glDrawElements are called?
And if I remember VAOs correctly, binding a different one will cause glDraw* calls to execute across the new VAO's AttribPointers/Arrays, in the state they were in when they were bound?And I suppose in that case whatever my uniforms are set to will be used across everything bound to the current VAO's active AttribPointers/Arrays?
Jan
6
awarded  Student
Jan
6
asked What is actually drawn when glDrawArrays and glDrawElements are called?