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location Umeå, Sweden
age 29
visits member for 3 years, 3 months
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C++ developer at heart, loves to play around with graphics APIs.


Apr
14
comment SharpDX.Toolkit setting constant buffer
@MPękalski Please refrain from having all content off-site as it more often than not rots and makes the answer unusable. You could link for in-depth elaborations, but the contents of the answer itself should stand on its own.
Apr
4
comment How can I determine the pixels covered by a transformed triangle (without drawing it)?
If you're trying to emulate the rasterisation of a primitive on the CPU, note that it's a bit complicated to determine which edge fragments are inside and outside; the fill rule for OpenGL is the "topleft fill rule".
Mar
31
answered How to predict physics movement
Mar
26
answered Texture coordinates for a 3D box
Mar
25
revised Imageeffects: No need for Framebuffer? Just use Textures and Shaders?
described the way a post-process pass is done
Mar
24
answered Imageeffects: No need for Framebuffer? Just use Textures and Shaders?
Mar
20
revised How do I implement pixel-exact collision server-side?
Addressed concern about relative performance, mentioned node-canvas
Mar
19
answered How do I implement pixel-exact collision server-side?
Mar
12
answered Using normals in DirectX 10
Mar
11
comment Windows Events lag behind
Consider avoiding the use of profanity in your source code. It's highly unprofessional and you never know who will read your code.
Mar
8
revised How do I correctly multiply an XMMATRIX by a scalar?
added 392 characters in body
Mar
8
answered How do I correctly multiply an XMMATRIX by a scalar?
Mar
2
comment Should I reuse vertex buffers for multiple draw operations? Would this be more efficient?
You may be using the wrong word when you use "vertex" here. A vertex is a single set of attributes (position, texcoords, color, normal). A primitive is a single triangle/linesegment/point. A mesh/geometry is made up of multiple primitives. You may be asking if you should be using a separate buffer for each of your meshes, or if you can share a single vertex buffer for more than one mesh.
Feb
19
revised How to figure out a users earnt exp based upon calculating the difference by user and player by x?
elaborated on use case
Feb
19
answered How to figure out a users earnt exp based upon calculating the difference by user and player by x?
Feb
17
comment Problem calculating normals for heightmaps
Note that the algorithm grows linearly in the number of cells or quadratically in the side (for squareish terrains), not exponentially.
Feb
4
comment Implementing ClearPath (crowd pathfinding)
It's not uncommon to define operator symbols to mean something domain specific. In your text, the (+) operator means "minkowski sum" and negation means "reflect object in reference point".
Jan
31
comment Why are there so few games compiled for 64-bit processors?
Another stumbling stone for dependencies is that Windows doesn't have the same sizes for the unsized integer types as the LP64 platforms, often leading to open-source libraries having tons of assumptions about things like sizeof(long) vs. sizeof(T*). It only takes one library doing it wrong to make your build so much less feasible.
Jan
30
answered How to get and supply IP address for winsock client server program
Jan
23
comment How can I track both current and maximum values for a given statistic?
This pseudocode is more C# than C++, particularly regarding the use of a generic-like constraint. The min/max also lacks the Math/std namespaces, which makes it rather hard to identify it as a language, particularly as it's mentioned that it's no language.