1,285 reputation
113
bio website secure.szifler.com
location California
age 21
visits member for 9 months
seen 10 hours ago

I've always loved technology at large.

I also compose and produce music under the title: Full Synthetic.

SoundCloud.com/Full-Synthetic


Apr
14
comment What are my choices in low level joystick APIs under Linux?
"The X Server"?
Apr
14
comment Render scene twice in OpenGL, overlay second render with tranparency
Question is unclear, but regardless there's no efficient pure "post-processing" solution. You seem to be asking for some kind of multiple pass depth or stencil buffer algorithm.
Apr
10
comment Full resolution, with atlas, how to do with texturepack?
You need to use vector texturing not bitmap texturing, libgdx might not be the ideal choice but I don't know.
Apr
4
comment How to generate Normal Maps from Lighting Profiles?
I mean that the images won't have pixel perfect lighting, so your main challenge in development will be fine tuning the algorithm to deal with noise in the images
Apr
3
comment How to generate Normal Maps from Lighting Profiles?
Here's a hint, I put this into Mathematica and it basically gave me the answer back: Solve[{ (nx * -lx1 + ny * -ly1 + nz*-lz1 )*color == pix1, (nx * -lx2 + ny * -ly2 + nz*-lz2 )*color == pix2, nx^2 + ny^2 + nz^2 == 1}, {nx, ny, nz}] It's not even close to perfect, but neither is your data, good luck!
Apr
3
comment How to generate Normal Maps from Lighting Profiles?
If you apply the algebra, you will see that you do not have enough information to solve this from only a single angle. You need to build a system of equations from multiple instances of the normal shading formula to remove all degrees of freedom.
Apr
3
comment How to generate Normal Maps from Lighting Profiles?
Take the normal mapping equation, apply basic algebra...
Mar
25
comment How to create more vertexes from within a shader in OpenGL?
Geometry shader is the better way you're asking for, your best bet might be implementing both and switching at runtime.
Mar
19
comment Rasterizing parametric solids in Minecraft voxel space
You must be over thinking it, do a triple nested loop and test each possible voxel.
Mar
18
comment 3D position to UV coordinates in fragment shader
Why? The way you stated it is a bit too generalized as there is only a valid UV parameter on the surface of your meshes. You might have to scan all your polygons with distance functions, and then project onto the nearest one and solve for the barycentric coordinates. (If you truly mean "arbitrary" positions and have nothing else to make it easier, my hunch though it that this is an XY problem question)
Mar
17
comment Why do we use 4x4 matrices to transform things in 3D?
As I knew you knew, I only say it for correctness ;)
Mar
17
comment Why do we use 4x4 matrices to transform things in 3D?
Saying rotation can "only" be done with a matrix is incorrect, off the top of my head Quaternions and Trigonometry would work just fine also
Mar
2
comment Why do I see a lot of games using Unreal engine when there are much better alternatives?
I'm trying to lead you gently to the idea that it's a matter of opinion, and that there might not always be a rational reason behind a game using one tech. over another except someones emotions.
Mar
2
comment Why do I see a lot of games using Unreal engine when there are much better alternatives?
Why do people still try to solve their differences with violence?
Feb
22
comment Finding the nearest object, considering obstacles
^ This comment nails it so hard. What have you tried?
Feb
21
comment What is ambient occlusion?
While I realize you are quoting something, it describes ambient illumination, not ambient occlusion. While extremely similar, the logic is inverted (you remove light when rays hit nearby objects to achieve ambient occlusion)
Feb
9
comment What is the correct Order of Operations on OpenGL 2.0 Loading Texture in condense format?
Sorry, you are too confident in your (emotional) stance on this topic. The API of OpenGL is based on manipulating state, and whether you use shaders or the fixed function pipeline is irrelevant: Setting texture sampler parameters to the active texture unit is the core OpenGL way (consistent with the rest of the API) of controlling texture units.
Feb
8
comment What is the correct Order of Operations on OpenGL 2.0 Loading Texture in condense format?
Actually, that active texture thing is there to give the driver developers a way to expose multiple texture units to application developers, nothing more.
Feb
8
answered Applying scale to objects appears to have little effect when close up.
Feb
3
comment Where should the collision response/resolution code go?
I would move this entire system into PhysicsEngine and let World be just the data storage & IO. Regardless, perhaps you could create a CollisionCallback class store a multi-map indexed by canonical pairs of entities.