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Apr
11
comment VBO with texture index buffer different than vertex index buffer
@Emanuele Yes, absolutely try to reuse vertices if they do have the same UVs; in most models this happens often. And your usual 3D authoring software does a good job at this anyway.
Apr
11
comment VBO with texture index buffer different than vertex index buffer
@Emanuele Then the vertices need to be duplicated, one copy for each UV variation. This is usually well worth the cost.
Apr
8
revised Static variable not holding its value
grammar
Apr
2
comment Create YUV texture for GL_TEXTURE_EXTERNAL_OES format
I’m voting to close this. “cant paste shader code because of confidentiality issues” makes the question too vague and unhelpful for anyone else.
Mar
30
comment Create YUV texture for GL_TEXTURE_EXTERNAL_OES format
I don’t recommend doing a 2-pass blur for a 3×3 kernel, as I believe it will be slower. There are more efficient methods such as taking advantage of linear sampling. Again, please show your shader code or there is no way we can help you properly (you won’t get an upvote from me until the question is complete; the code you’re linking to isn’t the code you’re asking about).
Mar
29
answered Convert a direction vector (normalized) to rotation?
Mar
29
comment Create YUV texture for GL_TEXTURE_EXTERNAL_OES format
what is the convolution you are doing? why do you think a YUV texture would help you when the actual slow operation is the convolution? also, please show your entire shader code.
Mar
22
awarded  2d
Mar
21
answered Opengl occlusion culling huge performance drop
Mar
21
answered How does this point2LineDist() method works?
Mar
21
answered An algorithm for forming unit groups
Mar
18
comment Why does Mathf.Log(x) return infinity in this case?
Note that I slightly changed the notation used in my answer, adopting the more commonly used φ and ψ values. The result is exactly the same.
Mar
18
revised Why does Mathf.Log(x) return infinity in this case?
use φ/ψ instead of Φ/φ
Mar
18
comment Why does Mathf.Log(x) return infinity in this case?
It is called Binet’s formula. You’ll find plenty of information on the Wikipedia page about Fibonacci numbers.
Mar
17
revised Why does Mathf.Log(x) return infinity in this case?
add link to C# code
Mar
17
answered Why does Mathf.Log(x) return infinity in this case?
Mar
14
revised What is easiest way to move towards and along the edge on a hex grid?
only propagate dx an dy outside the loop
Mar
13
answered What is easiest way to move towards and along the edge on a hex grid?
Mar
13
comment What is easiest way to move towards and along the edge on a hex grid?
Why is (1,0)’s destination (2,-2) instead of (1,-2) or (3,-2)? Why does (2,-1) go to (3,-3) instead of (2,-3)? The rules aren’t very clear to me.
Mar
12
answered calculating the weights for direction vectors to a target