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11741
bio website codingshuttle.com
location Amman, Jordan
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visits member for 3 years, 7 months
seen 31 mins ago

Also interested in:

  • Software Design.
  • Geometry.
  • ISO C++.
  • Functional programming.
  • Concurrency and parallel programming.
  • Signals and image processing.

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42m
revised Is multitexturing really just “using more than one texture”?
fixed some sentences structure.
3h
answered OpenGL (ES 2.0) Function Dependencies
2d
comment changing the color of gl_quads inside loop
This code will never exit the loop...
Sep
14
answered Terrain (mesh) textures in Unity - blurry?
Sep
14
comment How many people use SDL vs SFML?
This question appears to be off-topic because it is about a poll and not a real gamedev question.
Sep
10
comment glm direction vector rotation
Where FlyUp is called in your code ? I suspect this has to do with function call sequence.
Sep
9
reviewed Approve suggested edit on Multi-Textured Blocks
Sep
8
reviewed Reject suggested edit on Realtime multi-player game design principles for Node.js
Sep
7
comment geometry shader shim for opengl es 2.0
Well depending on what is the job. Regardless there are libraries like openmesh.org but it might be too complex for your task. it all depends on what you want, if your task is simple just do it without a library.
Sep
7
comment geometry shader shim for opengl es 2.0
"Is there any library that helps unfolding a model into vertexes / vertex attribute parameters / uniques" Yes but this is a different story than using a geometry shader.
Aug
10
revised How can I ensure character weapon is also included in collision detection?
removed tag and duplicate word
Jul
30
comment Implementing Mouse Lasso
Unfortunately your solution doesn't work, you are asking for almost 100% closed polygon,if you check the video the game automatically closes the curve, your solution require the player to have pixel acuracy in closing the curve which almost doesn't work in real scenarios.
Jul
26
awarded  Popular Question
Jul
14
comment How portable are OpenGL versions, really?
@RoyT. That is what I suggested in my last section. Which I think we agree on this point , but in case the op needs to change the API, he/she may need to consider the wrapper approach.
Jul
14
comment How portable are OpenGL versions, really?
@RoyT. Do you imply that we should directly use the function calls? I agree it's tricky to wrap for all APIs and you will probably want to leak at some point, but I find this much better than calling API function directly in your program. What are the alternatives ?
Jul
14
answered How portable are OpenGL versions, really?
Jul
13
reviewed No Action Needed Importing FBX with multiple meshes in UDK
Jul
12
reviewed Approve suggested edit on Can I take a finished game based on a licence to the holding company?
Jul
8
comment Problem when using two different shaders
Can you show us your code?
Jul
3
reviewed Reject suggested edit on Can I prevent diagonal movement from exploring more of the map?