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 Yearling
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Jan
10
comment Fixed Time Step Flutter
@ericjbasti: The article says you should interpolate. Of course it doens't look good when you are not interpolating. The interpolation gets rid of the stutter.
Dec
9
comment OpenGL: Frame partially jumps back and forth
@rolobo: Yes, indeed. However I'm very happy with everything else and my phone is just a test device for this project and not part of my main development process.
Nov
11
comment OpenGL: Frame partially jumps back and forth
I discovered it's everywhere in my phone, but more subtle. Even in the system UI scrolling through menus.
Oct
25
revised OpenGL: Frame partially jumps back and forth
added 47 characters in body
Oct
25
comment OpenGL: Frame partially jumps back and forth
Samsung Galaxy S3 mini. Running CyanogenMod 12.
Oct
25
asked OpenGL: Frame partially jumps back and forth
Oct
17
awarded  Yearling
Sep
10
answered How do I dynamically grow a voxel world in all directions with chunks?
Aug
22
comment Strange SSAO effect (wrong position/normal textures in view space?)
@PolGraphic: Hmm. Okay, therefor my disclaimer "as far as I understand"...
Aug
22
comment Strange SSAO effect (wrong position/normal textures in view space?)
The normal vector length of the table desk is 1.408, which is far too long. I would say: definitely don't do the 0.5f + 0.5f * thingy from edit one. That makes no sense. Also be careful when letting the GPU interpolate normals between vertices on "curved surfaces". They won't have length 1. So you might want to consider normalising them (after you figured out why the normals are wrong in first place).
Aug
22
comment Strange SSAO effect (wrong position/normal textures in view space?)
No, your image still isn't good: puu.sh/jKjmN/cbb18f167d.png Let's look at the table desk for example: it's very bright green. The wall is red, which seems okay, because it stands perpendicular on the table desk. However the other wall is also green, which doesn't make sense, it should be blue, if the table desk and the wall it's normals are correct. Perpendicular surfaces should have R, G and B components shifted around. Again: as far I understand.
Aug
21
comment Strange SSAO effect (wrong position/normal textures in view space?)
I'm no expert at all, but... your normal texture doesn't contain any blue? AFAIUnderstand, every pixel of the normal texture should satisfy this equation: r^2+g^2+b^2=1 (ie: length 1). I tested your image, and it contains pure black pixels.
Jul
23
accepted C++ and OpenGL ES: glDrawArrays calls are time consuming
Jul
23
accepted What is the correct and most efficient approach of streaming vertex data?
Jul
23
accepted Controls: Rolling on a ceiling
Jul
23
accepted Best approach for level specific textures
Jul
23
answered Best approach for level specific textures
Jul
23
comment How can I make this style of 2D “glowing” graphics?
link broken....
Jul
9
revised Best approach for level specific textures
added 278 characters in body
Jul
9
revised Best approach for level specific textures
added 1226 characters in body