168 reputation
6
bio website pierrechamberlain.ca/blog
location New Brunswick, Canada
age 30
visits member for 3 years, 7 months
seen Jul 18 at 13:19

I mostly work in Flash and Flex development (AS3 & MXML), but occasionally dig into various web-related technologies like HTML, jQuery, JavaScript, CSS, PHP, XML, Ajax.


Jan
2
comment How slow is generating a new Vertex Buffer?
@Nathan Reed: I can understand that, for the GPU, iterating over the vertexbuffer with lots of degenerated tris (vertices set to zero) would sap performance. BUT, would this only be the case if the indexbuffer kept the indices of those tris when the drawcall is invoked? What if the indexbuffer was updated to skip/omit those specific "unused" tris? Wouldn't the GPU render the actual used tris just as fast then, compared to a freshly new vertexbuffer created at just the right size?
Feb
1
comment Which Side Was Hit?
I've used this excellent answer for a Flash project. I'm beginning to create a small and simple physics engine, and this algorithm works really well (even for fast objects, I "stretch" the hit-boxes with the given velocity of the object(s)). It rarely (if ever) passes through the solid static surfaces.
May
4
accepted Can a texture's UV coordinates be animated (scrolled) when part of a SpriteSheet?
May
4
answered Can a texture's UV coordinates be animated (scrolled) when part of a SpriteSheet?
Mar
8
revised How to properly render a Frame Buffer to the BackBuffer in Stage3D / AGAL
I believe Frame Buffer is the common term, not Texture Buffer.
Mar
8
asked How to properly render a Frame Buffer to the BackBuffer in Stage3D / AGAL
Mar
8
comment Which is worst: Too many VertexShader instructions, or FragmentShader instructions?
Thanks @mh01, that link explains this very well :)
Mar
8
accepted Which is worst: Too many VertexShader instructions, or FragmentShader instructions?
Mar
8
asked Which is worst: Too many VertexShader instructions, or FragmentShader instructions?
Mar
7
revised How is Ping-Ponging done in Stage3D & AGAL (Flash Player 11)
added a few more list-items to clarify the question.
Mar
7
asked How is Ping-Ponging done in Stage3D & AGAL (Flash Player 11)
Feb
19
accepted Can using different vertex-buffers for each vertex-attributes be good in certain scenarios?
Jan
26
awarded  Scholar
Jan
24
comment Can using different vertex-buffers for each vertex-attributes be good in certain scenarios?
Awesome thanks!
Jan
24
comment Can using different vertex-buffers for each vertex-attributes be good in certain scenarios?
Thanks, that gives me a good perspective on how to use multiple buffers. I haven't quite understood the 3rd case (inner and outer attributes). Do you have more information (or know a site or two) on the subject?
Jan
24
asked Can using different vertex-buffers for each vertex-attributes be good in certain scenarios?
Jan
19
comment Could a large number, such as 255.000255 be converted to it's RGB channels in a Shader language?
@NicolBolas, Thanks btw for creating those new tags. I didn't have the power to add AGAL yet (or thought that it'd be best to categorize it as 'flash' as well). Finally! A StackExchange site that has 'agal'!
Jan
19
comment Could a large number, such as 255.000255 be converted to it's RGB channels in a Shader language?
Ok my bad, forgot that it could be declared as another data-type. It looks like I have only FLOAT_1, FLOAT_2, FLOAT_3, FLOAT_4 and BYTES_4 as data types that I can work with (when I'm assigning them from Flash to the Context3D Vertex-constants). I'll look more into but thanks, this might the key to my solution! :)
Jan
19
comment Could a large number, such as 255.000255 be converted to it's RGB channels in a Shader language?
What would be the limit to a positive integer as a Float value?
Jan
19
comment Could a large number, such as 255.000255 be converted to it's RGB channels in a Shader language?
Okay actually, what could be the largest positive integer stored in a float value? Shall I ask that in a separate question?