340 reputation
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bio website stevenlu.net
location Pittsburgh, PA
age 25
visits member for 3 years, 7 months
seen 19 hours ago

Sep
3
comment problem loading Collada DAE model using Assimp in OepnGL 4.4
Well, then Scene 0 contains 5 meshes. Looking at it I think I see the outline of the square box around the wheel. Maybe the 4 wheels are overlapping on each other, so you actually are rendering all 5 meshes, but inside the wrong coordinate space. I reckon there's some transforms specified in the COLLADA file that you're not reading and applying.
Sep
2
awarded  Citizen Patrol
Sep
2
comment Is it reasonable to use a 2D texture as a lookup table in GLSL
Have you tried setting the texture sampling to GL_NEAREST for the texture? You just want to explicitly disable the bilinear filtering
Sep
2
comment problem loading Collada DAE model using Assimp in OepnGL 4.4
I think you're only grabbing the first item out of the hierarchy which is why you only get one wheel instead of all 5 parts. I definitely came across a similar issue when I was working with assimp earlier. Maybe check if you're looking at all of the scenes. there might be 5 total scenes.
Sep
2
comment Who should handle animations when game logic is separated from rendering?
This almost begs the question to me of why there even needs to exist separate rendering and logic threads at all in a game that is tile-based. This is a huge amount of added complexity to keep track of.
Sep
2
comment How do I implement time scaling?
@Phillip, determinism is lost among other things when the simulation is infected with stuff like how long it takes the hardware to process something. This is how you do it properly: gafferongames.com/game-physics/fix-your-timestep
Sep
2
comment What does the “random element” do in Cellular Automata
Maybe what you're missing is the implicit knowledge that random()'s domain is [0,1)
Sep
2
comment How many OpenGL programs should I use to render multiple objects?
Yup, for example you might have a "Scaly" shader that produces fragments that look scaly, and which works in such a way (most shaders do...) that you can render all 3 cubes, 1 cylinder, and 8 spheres using that one shader (with corresponding geometry primitives, of course). A reasonable set of uniforms here might be a vector value defining the color, and maybe a few scalars or something that affect how "scaly" or "shiny" the visual effect will be. Then you have one shader and you change how the shader colors fragments by changing the uniforms between the draws of the individual geometries.
Jul
28
revised What is the point in using API such as Open GL or DirectX when there are game engines?
added 83 characters in body
Jul
27
answered What is the point in using API such as Open GL or DirectX when there are game engines?
Jul
19
awarded  Popular Question
Jul
8
comment What does multisampling skip or improve? (so it can be faster than supersampling)
I found an article written a few months after this question was written which goes in depth and was very helpful as well.
Jul
8
awarded  Popular Question
Jul
2
awarded  Curious
Feb
28
awarded  Notable Question
Feb
21
accepted Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?
Feb
21
comment Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?
Ah, so it's a much more difficult problem than I had imagined it. When I thought about it some more, I realized what I'm trying to do is quite like some "interrupt" system which allows me to (as you say) pre-empt and flush out a UI-update-frame on the regular vsync signal. Sounds like it's a hard problem, and I'll have to perhaps get even more creative lest we descend into driver implementation dependent behaviors. Thanks!
Feb
21
comment Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?
Yup, exactly. I'd just like to engineer this in a way that isn't overly complicated.
Feb
21
comment Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?
@Den Most frameworks -- whether it is XNA or not -- do indeed provide such entry points, however they are both implemented at specific points in a single event loop. It does not in any way address the problem that I am describing.
Feb
21
comment Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?
@KromStern Agreed, the length is regrettable. I updated the post with markers for the two paragraphs that are most important. However you still need to skim the top section otherwise there is no context. This might be a question more suitable for StackOverflow as it may be too low-level for this site.