| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 2 years, 1 month |
| seen | Mar 26 at 19:35 | |
| stats | profile views | 17 |
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Oct 18 |
awarded | Yearling |
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Oct 17 |
awarded | Scholar |
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Oct 17 |
accepted | How do you ensure consistent experience across multiple graphics cards (or even driver versions)? |
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Oct 17 |
answered | Having a list of rooms with theirs connection to each other, how do I find isolated room groups? |
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Oct 17 |
awarded | Student |
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Oct 17 |
asked | How do you ensure consistent experience across multiple graphics cards (or even driver versions)? |
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Aug 14 |
comment |
How to randomly create stars in the background? I'm by no means a graphics programmer, but this seems a bit odd to me. If we render the contents of the framebuffer to a texture once, and then just draw a large textured quad every time, (which means just two textured triangles), can it really be that slow compared to drawing a lot of little textured quads? why is that so? |
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Aug 14 |
awarded | Teacher |
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Aug 14 |
answered | How to randomly create stars in the background? |
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Feb 9 |
awarded | Supporter |
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Apr 13 |
comment |
Competing with C++ for games programming Also don't forget that C++ is "closer" to the hardware. It allows you to integrate your C++ code and fast machine code. This can be really important for game development, especially if we are talking about graphics programming. |