236 reputation
314
bio website ricardoamaral.net
location Portugal
age 29
visits member for 2 years, 2 months
seen Nov 18 '12 at 21:47
stats profile views 84

Hello there!

My name is Ricardo Amaral and I am an independent developer pursuing my own personal projects around web and software development and more recently Android development, with over 12 years of personal and professional experience. I also enjoy working as a freelancer every now and then whenever time, motivation and opportunity presents itself.

I’m currently a student at University of Minho enrolled in the last year of my undergraduate degree in Informatics Engineering (BSc). I consider myself a reliable and dependable software engineer continuously striving for high quality software, regardless of my workplace or the task at hand.

You are welcome to visit my homepage where you'll find additional details about myself and my public projects.


Apr
9
awarded  Nice Question
Jan
23
awarded  Popular Question
Jan
2
awarded  Notable Question
Dec
8
awarded  Popular Question
Nov
12
awarded  Popular Question
Oct
30
awarded  Notable Question
Oct
3
awarded  Popular Question
Mar
18
awarded  Yearling
Jan
22
awarded  Popular Question
Jan
5
awarded  Popular Question
Apr
21
accepted Should I use GL_GENERATE_MIPMAP_SGIS or GL_GENERATE_MIPMAP?
Apr
21
comment Should I use GL_GENERATE_MIPMAP_SGIS or GL_GENERATE_MIPMAP?
I've updated both cards drivers and the mipmapping pixelization is no longer visible. The NVIDIA card seems to have better mipmapping quality though.
Apr
13
awarded  Critic
Apr
13
revised Should I use GL_GENERATE_MIPMAP_SGIS or GL_GENERATE_MIPMAP?
deleted 5 characters in body
Apr
13
comment Should I use GL_GENERATE_MIPMAP_SGIS or GL_GENERATE_MIPMAP?
As far as I know, GL_GENERATE_MIPMAP_SGIS was an extension and now is part of the OpenGL core as GL_GENERATE_MIPMAP, they have the same defines as I said above. You answer has little to do with my question... That's not what I asked.
Apr
13
asked Should I use GL_GENERATE_MIPMAP_SGIS or GL_GENERATE_MIPMAP?
Apr
13
accepted Having a slight problem moving my camera based on time passed using GLUT/OpenGL
Apr
11
comment Having a slight problem moving my camera based on time passed using GLUT/OpenGL
Could you please edit your answer above with the real answer that actually fixed the problem so I can mark this as accepted? Thanks.
Apr
11
comment Having a slight problem moving my camera based on time passed using GLUT/OpenGL
I don't think I can do that, currently the acceleration vector has a fixed value of 8.0f and you're telling me to replace it with the direction (force) vector. If I do that, the acceleration will be very slow. That value can't be 1, it needs to be something greater, that's why it's the acceleration. I don't need this to be be "proper physics", it's fine the way it is. The mass is implicit and it's assumed as 1unit, good enough in the context of what I'm making.
Apr
10
comment Having a slight problem moving my camera based on time passed using GLUT/OpenGL
What do you mean by "set the acceleration vector correctly according to its direction in the first place"? The acceleration vector is of fixed values, I can't change it with the direction cause when the camera is not moving, the direction is 0 and if I multiply that, then the acceleration will be 0 and the camera won't move. The acceleration value is decided on the initialization, I would have to keep that value at hand to prevent the acceleration from being 0, but that's the same as calculating the acceleration with the direction on the fly when I need it. Maybe there's a better way?