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15h
comment How to get depth of vertex in 0 - 1 range
@Bálint The convention in D3DX is v*M. Do you have anything to back up your arbitrary swap of convention?
Feb
6
comment Modern OpenGL c++ obj loader
Thus the note, trying to encourage you to document or augment your question to avoid actual answers going down that track.
Feb
6
comment Modern OpenGL c++ obj loader
Note that the OBJ file format allows faces to have more than 3 vertices. If you care about handling/rejecting this, you need to consider the possibility of polygonal faces.
Feb
3
comment How to wrap textures inside shader GLSL
Wrapping your texture coordinates doesn't help with the problem that sampling at 0.0 or 1.0 with bilinear filtering will get you the average of the opposing pair of edge texels. Texel centers for a 4px image are at u=1/5, 2/5, 3/5, 4/5.
Jan
28
comment How can I speed up this HLSL shader?
Look at disassembly in GPU ShaderAnalyzer. Consider processing more than one light either with light arrays in your cbuffer or by storing light information in structured buffers. On the high-level algorithmic side, consider culling your lights to avoid computing lighting for areas that are irrelevant. Tile-based solutions exist.
Jan
26
revised How to update UI after changing text in a view
tag with unity so it makes slightly more sense
Jan
25
comment Storing and rendering Mesh Data in stl container
There's some subtle tradeoffs in using strings as keys. Comparisons may need to look at all the characters. Hashing must consider all characters of the string. Sometimes it's worth to bake your identifiers beforehand or trade strings up-front for identifiers.
Jan
25
revised Can't set color of returned sprite?
Simplified language
Jan
25
answered Can't set color of returned sprite?
Jan
25
answered Storing and rendering Mesh Data in stl container
Jan
25
comment Storing and rendering Mesh Data in stl container
Measure time in milliseconds/frame, not frames/second. Your loop copies the elements when iterating, consider auto& val.
Jan
22
answered DirectX11 Using Multiple Shaders
Jan
22
comment Instanced rendering with ARB_vertex_attrib_binding
@AlecTeal Note the VertexAttribBinding calls that associate attribute indices with buffer indices. It's not at all uncommon to have multiple attributes refer to a single interleaved or concatenated buffer via offsets and strides.
Jan
20
revised Issues with importing bezier curve animation (curve does not distort?)
add tags
Jan
18
comment How can I prevent other applications from interrupting my game's exclusive fullscreen mode?
Considering that your commercial engine is likely to be under NDA, ask via internal support channels, or rephrase the question in a manner that makes it engine-agnostic.
Jan
18
comment What is the best way to check for intersection of two bounding boxes, given a minimum and maximum Vector3 for each one
@Deveiß That statement makes no sense. Find the actual reason why your values are not the ones you expect.
Jan
17
comment What is the best way to check for intersection of two bounding boxes, given a minimum and maximum Vector3 for each one
The image seems a bit confusing. Your boxes are axis-aligned as you need directionality to have orientated bounding boxes, but the second image seems to have one box slanted. Please clarify the text and/or image.
Jan
15
comment How can I lower the cpu usage in kiwijs?
Profile the library, see where the bottlenecks are and if they have efficient frame pacing or are spinning. There's essentially no code of your own involved in this, so it's pretty much a question for the implementers of your library.
Jan
12
comment DX9 How to Apply HLSL Shader with StretchRect
Very few compute shaders run in Direct3D 9.
Jan
11
revised Looping trough a std::map won't work
simplify language