689 reputation
110
bio website None
location Romania
age 26
visits member for 1 year, 2 months
seen Jan 28 at 18:56

I work in mobile game development.

My expertise is in 3d graphics, real-time and offline rendering.

I use c++ for most of my work.


Jan
28
comment How to create custom cubemap images?
you can use 3d studio max or blender or any other decent 3d modeling tool.
Jan
28
comment Reflection/environment mapping
What exactly is the question here ?
Jan
15
comment How to make natural looking voxel
en.wikipedia.org/wiki/Marching_cubes
Jan
8
comment how to disable sprite renderer and mesh renderer in unity 3D programetically?
gameObject.renderer.enabled = false/true
Jan
4
comment Unity access method from separate script
what is this.controller ? are you sure that the game object is pointing to has the PlayerController component ?
Jan
4
comment How is this particular HLSL condition treated with respect to compile- or run-time evaluation?
Because i'm not familiar with Directx hlsl i would make a statement that is based on reasoning and might not be true so anyone can correct me if i'm wrong. In this case you used it (and because i believe directx is very good at this) the uniform will be optimized out by the shader compiler.The dx runtime can realize that you don't change the uniform and the shaders can be optimized properly. However if you change the uniform from outside by setting the uniform the shaders can't be optimized and the branching will be there. Pin can't be optimized because it contains the vertex position.
Dec
29
comment Unity: Combine two UVs by alpha
shader code: final_color.rgb = lerp(block_texture_color.rgb,damage_texture_color.rgb,damage_texture_color.a * damage_factor) and damage_factor is a float 0 or 1 depending if you want to see the block damaged or not (you can pass it trough alpha color from vertex color or via a uniform
Dec
14
comment The way of avoiding branching for textured and not-textured objects
@PolGraphic For performance on PC it's questionable, modern hardware is very powerful so you have to test. On a mobile device should be more performant. Also 4x4 because i experienced issues with texture compressors in the past regarding small textures. Also mip mapping has to be taken into account and other factors (clamp/repeat texture, and if texture is in an atlas or not).
Dec
14
comment The way of avoiding branching for textured and not-textured objects
use return textureCoordORColor * ObjTexture.Sample(ObjSamplerState, input.TexCoord); for everything and for objects that you don't want texture , you can assign a small 4x4 square white texture.
Nov
26
awarded  Yearling
Nov
13
comment OpenGL ES respecting alpha for background but not for objects
disable depth testing, or depth write
Oct
28
awarded  Mortarboard
Oct
28
awarded  Nice Answer
Oct
28
awarded  Custodian
Oct
28
reviewed Approve Should I have multiple small textures or a single big one?
Oct
21
answered Should I have multiple small textures or a single big one?
Oct
2
comment Detecting mouse clicks in Unity UI Beta
@John McDonald i think it's a unity bug , i have experienced the same thing.
Sep
29
comment How do I change the material of an object with Script in Unity?
in C#: gameObject.GetComponent<MeshRenderer>().material.mainTexture = new_texture; the "Javascript" code should be similar to this.
Sep
29
comment How do I change the material of an object with Script in Unity?
Do you want to change the material or a property from the assigned material ?
Sep
26
awarded  Citizen Patrol