| bio | website | drakmyth.cwahi.net |
|---|---|---|
| location | West Lafayette, IN | |
| age | 24 | |
| visits | member for | 2 years, 1 month |
| seen | May 16 at 18:53 | |
| stats | profile views | 8 |
Check out my about me page on my blog: http://drakmyth.cwahi.net/
Or follow @Drakmyth on twitter.
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Feb 2 |
reviewed | Satisfactory Is there an isometric 2d game that doesn't use tilemapping? |
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Feb 2 |
reviewed | Needs Improvement How do engines avoid “Phase Lock” (multiple objects in same location) in a Physics Engine? |
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Feb 2 |
reviewed | Needs Improvement Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs |
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Feb 2 |
reviewed | Satisfactory Wall avoidance steering |
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Feb 2 |
awarded | Custodian |
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Feb 2 |
reviewed | Satisfactory How to start external AS file playing on frame 2 (instead of frame 1) |
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Feb 2 |
reviewed | Needs Improvement Why are some objects not rendering properly? |
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Feb 2 |
reviewed | Satisfactory Demystifying “chunked level of detail” |
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Feb 2 |
reviewed | Needs Improvement How should I implement parallax scrolling with pan and zoom in HTML5? |
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Feb 2 |
reviewed | Satisfactory Change the tilemap shown on stage in Flixel |
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Feb 2 |
reviewed | Satisfactory Implementing a camera / viewport to a 2D game |
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Oct 14 |
comment |
XNA texture stretching at extreme coordinates I'm still a little curious too, but have run out of ways to test it. Every example of this issue I've seen online has been attributed to floating point precision, though none give a great explanation of why. I can play with spritebatch settings all day but I suspect, if an answer can be found, it's going to have to be by someone with lower-level GPU knowledge. |
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Oct 14 |
accepted | XNA texture stretching at extreme coordinates |
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Oct 14 |
answered | XNA texture stretching at extreme coordinates |
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Jun 25 |
revised |
XNA texture stretching at extreme coordinates Added non-square non-power of two test results. |
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Jun 25 |
comment |
XNA texture stretching at extreme coordinates @DavidGouveia Ah, I was beginning to think it must have something to do with the internals (either of XNA or the GPU) doing calculations in floats and losing precision. I was just hesitant to settle on that because I wouldn't have expected that to stretch the texture like it does. Of course, I'm not sure what I would have expected it to do... |
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Jun 25 |
comment |
XNA texture stretching at extreme coordinates Just ran a test with a 25x33 texture and the stretch point is now around (-13,107,000, 17,301,000). So while it appears to be related to the aspect ratio of the texture, it isn't directly related to the texture's actual size. |
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Jun 25 |
comment |
XNA texture stretching at extreme coordinates In retrospect, it's recurrence at 2^n is likely because my texture sizes are 2^n. Will test momentarily. |
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Jun 25 |
comment |
XNA texture stretching at extreme coordinates Updated with data for 1024x1024 texture size, as well as noting additional stretching points at coordinates 16,777,216*2^n. Also, I mistakenly used a 64x66 texture for my previous test, using 64x64 indicated the same stretching points all other square textures show. |
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Jun 25 |
revised |
XNA texture stretching at extreme coordinates Update 2, also fixed erroneous data in Update 1 |