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Apr
17
comment reuse texture between quad objects
This is the problem I am running into when I try to share meshes: gamedev.stackexchange.com/questions/119997/…
Apr
15
comment reuse texture between quad objects
if I share meshes between a alphabet and i move one of the object, will it not reflect in the position of all the other objects representing the same letter ?
Apr
15
comment reuse texture between quad objects
Thanks a ton for taking the time to answer with such great detail. It was good learning. While I was waiting for your response, I did something similar to choice 2. I create a quad Prefab + attach a material to it with the entire texture on it. When I call Instantiate(quadPrefab), I set the uv to correct values. Will this cause the material to be shared or duplicated across each (100) quads. How can I share a material between all these quads ?
Apr
12
comment reuse texture between quad objects
Yes, each Quad is a prefab and has a MeshRenderer. If I understand this correctly, you are suggesting to create a Texture that is shared by all the blocks. Once a block is instantiated, I somehow set the texture and its offsets into the big texture ? Also, I'm looking at it from minimizing draw calls/performance. If I have 100 objects, we will have 100 draw calls here ? Will they all share texture data or will unity make copies internally ?
Apr
12
comment reuse texture between quad objects
Let us continue this discussion in chat.
Apr
12
comment reuse texture between quad objects
Thanks @DMGregory. Although, if it's not too much to ask, I'd still like you to elaborate on the global mesh approach. I'd like to learn the technique
Apr
12
comment reuse texture between quad objects
@DMGregory : PS, these letters are not stationary and each are moving differently. Not sure if the universal quad mesh solution will still apply ?
Apr
12
comment reuse texture between quad objects
each letter is 256x256. 8 columns x 4 rows ( + extra unused space). 2048x2048 texture. i65.tinypic.com/2l95klg.png
Apr
12
comment reuse texture between quad objects
about a hundred, but then this will eventually run on a mobile, so may need to squeeze the code for as much performance as I can. Can you please elaborate on both methods @DMGregory ?
Mar
9
comment glsl demo suggestions?
looks pretty awesome +1
Mar
6
comment Simulating an object floating on water
I think they are adding support for fluids in next version of Farseer (3.3)
Mar
5
comment Android game development in c++
Thanks for the link! I'll keep an eye out for your blog.
Mar
4
comment Android game development in c++
Earlier in the past I have had (frustrating)issues trying to get the simple pipeline of compile/build/deploy my opengl game on android emulator. Can you point me to a resource or something which I can use? (I don't know if you have those utility classes open source, but if you do, I'll be interested in seeing them.) Thanks
Feb
23
comment Moving around/avoiding obstacles
It really depends. Thought: divide your world into a grid of 32 x 32 which would then represent positions in a 2D array. For example, in your case: red dot is at 120, 120 pixels (or 120/32 x 120/32 : 3.75 x 3.75) 3.75 x 3.75 represents a position on your world-grid (or 2D array). Since arrays are indexed by integers, you only want integer part of it. Thus, the red dot would be at 3 x 3. Hope this helps
Feb
21
comment Restoring projection matrix
I have glPushMatrix and Pop matrix. I didn't know they were deprecated! Also, this is a pretty old link, but it was recommended not to use glGetFloatV to retrieve value and set them later on. opengl.org/resources/features/KilgardTechniques/oglpitfall
Feb
21
comment Understanding DeviceContext and Shaders in Direct3D/SlimDX
Have you tried XNA for 3D programming ? They have a lot of tutorials to get started!
Feb
21
comment Building (simple) stellar systems
@James: "(respective positions will change over time)" :-> It isn't exactly clear if the points are constantly in motion or if A and B are fixed and then they will change later on. If points are fixed, IMO linear interpolation is the way to go.
Feb
21
comment how to add water effect to an image
Thanks for the explanation. I actually ended up using a variant of the above. But, I'll give these flavors a try and see how they turn out to be.
Feb
21
comment Building (simple) stellar systems
is the ellipse math about the motion of satellites about the planets ?
Feb
21
comment how to add water effect to an image
Thanks for the explanation. I was new to FBOs and such, so finally I reached step 3 where I can mirror a texture using FBOs. Now, all I need is a way to add 'wavy water' effect to it. I would like to use some shader technique to do it. Would you happen to have any suggestions for that ?