459 reputation
111
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location Orlando, FL
age 29
visits member for 1 year, 6 months
seen Aug 27 at 17:18

Software Engineer


Apr
9
accepted Is ETC2 Texture Compression available in OpenGL ES 2.0?
Apr
9
comment Is ETC2 Texture Compression available in OpenGL ES 2.0?
Well, except that string is not in the extensions, nor are any of the strings you mentioned (on this qualcomm device). Perhaps if those strings aren't in the extensions, then i can only use ETC2 in an ES 3.0 context? Not sure.
Apr
9
comment Is ETC2 Texture Compression available in OpenGL ES 2.0?
Ok I think I misunderstood the extensions. When I open the "OpenGL Extensions Viewer" on android (on the newer Nexus 7), I see "Texture GL_COMPRESSED_RGBA8_ETC2_EAC". So i guess i should look for that when querying the extensions.
Apr
9
asked Is ETC2 Texture Compression available in OpenGL ES 2.0?
Feb
25
awarded  Yearling
Feb
11
accepted Is Batching Geometry Every Frame Always Slower Than Individual Draw Calls
Feb
7
comment Is Batching Geometry Every Frame Always Slower Than Individual Draw Calls
I've considered it, but for the most part I don't think I have many cases where instancing will work. Most of my draw calls are drawing different things.
Feb
6
asked Is Batching Geometry Every Frame Always Slower Than Individual Draw Calls
Jan
2
revised How to create texture using raw RGBA texture data without having to use LockRect
Removed "you can use LockRect" portion of answer, since this seems clearly wrong.
Jan
2
suggested suggested edit on How to create texture using raw RGBA texture data without having to use LockRect
Jan
2
answered Can I Use SetLOD with D3D9Ex?
Dec
31
comment How to create texture using raw RGBA texture data without having to use LockRect
Also, I agree with @Jonathan Mee above. The CreateTexture with a shared resource has to be created in the system memory. What I was really looking for is to be able to create D3DPOOL_DEFAULT texture without having to go through a D3DPOOL_SYSTEMMEM texture. It is a nice tip though, since it could be a little simpler than LockedRect
Dec
31
comment How to create texture using raw RGBA texture data without having to use LockRect
When I tried LockRect I get an HRESULT of D3DERR_INVALIDCALL when I don't use D3DUSAGE_DYNAMIC, which was the point of my post...I don't want to use D3DUSAGE_DYNAMIC. Do you know of a magic way around this?
Dec
30
awarded  Promoter
Dec
30
revised How to create texture using raw RGBA texture data without having to use LockRect
Clarified question
Dec
30
revised How to create texture using raw RGBA texture data without having to use LockRect
Clarified question
Dec
30
comment Why am I running out of memory in D3DPOOL_DEFAULT?
Normally managed memory pool would take care of this problem by auto unloading older resources, however, DX9 Ex doesn't allow managed memory. Do you know if DX11 uses a similar system like the D3DPOOL_MANAGED? I'm having trouble finding this info.
Dec
19
accepted Fixed Function vs Programmable Pipeline performance with many batches
Dec
17
asked Fixed Function vs Programmable Pipeline performance with many batches
Dec
17
asked How to create texture using raw RGBA texture data without having to use LockRect