13,036 reputation
12858
bio website vectorstorm.org
location Melbourne, Australia
age
visits member for 2 years, 10 months
seen 4 hours ago

Mobygames Profile (not entirely accurate): http://www.mobygames.com/developer/sheet/view/developerId,80048/


5h
comment How to control which polygons get rendered first in a batch (e.g. to draw leaves)?
Yes, with alpha blending disabled, HLSL's clip() function (like GLSL's discard statement) allows you to return an empty bit of data which causes the GPU to suddenly realise that it needs to rasterise triangles which it thought were completely occluded. Depending on the driver, you might incur this cost just on pixels which actually get clipped, or for absolutely everything drawn using a shader which contains these instructions (even if the clip doesn't actually happen). You really can't rely on how the driver's going to handle these things, so performance tuning can be very challenging.
5h
comment How to control which polygons get rendered first in a batch (e.g. to draw leaves)?
@cubrman The vertices, pixels, and fragments do get processed in parallel, but only insofar as the results are exactly the same as if they'd been processed one after another. There isn't really any documentation about this (that I'm aware of), since each GPU manufacturer is likely to do it differently. The important point is that from our point of view as graphics coders, things behave as if they rendered from start to end, as you provided them. (even if that's not precisely what actually happens under the hood)
9h
comment glGenVertexArrays causes crash
From the comment above, it sounds like the problem was that @JordanLaPrise was calling glGenVertexArrays before calling glewInit() (and thereby setting the value of the glGenVertexArrays function pointer).
9h
revised How to control which polygons get rendered first in a batch (e.g. to draw leaves)?
Minor spelling, grammar fixes for readability
9h
answered How to control which polygons get rendered first in a batch (e.g. to draw leaves)?
10h
reviewed Approve suggested edit on How to control which polygons get rendered first in a batch (e.g. to draw leaves)?
Apr
16
comment What is the utility of squared radius and inverse squared radius for lighting computations?
Curses, you beat me by 7 seconds! ;) (and with a more comprehensive answer, too!)
Apr
16
answered What is the utility of squared radius and inverse squared radius for lighting computations?
Apr
15
comment Slight pause/delay when moving
Can you better define "pause", "delay", and "slight"? What actually happens, specifically? Is it just this particular sprite which pauses while the rest of the game continues to animate? Or does the whole game freeze up for a moment? How long a delay are we talking about, here? A second? A millisecond? When does it happen -- just when you press the button, or continuously, or what?
Apr
13
comment OpenGL - How to draw a transition of two textures on one quad?
No. Your math is wrong -- the second blend operation isn't "0.5C1 + 0.5C2". 0.5C1 is the color written into the framebuffer in your first blend, so the second blend operation isn't blending 50% between C1 and C2, it's blending 50% between 0.5*C1 and 1.0*C2. Or in other words, 0.25*C1, 0.25*black, and 0.5*C2.
Apr
12
comment Using Blueprint to spawn objects at runtime in Unreal Engine 4
Heavily edited the question, in an effort to make it re-openable. I think this is the question you were really trying to ask, @Amaresh?
Apr
12
revised Using Blueprint to spawn objects at runtime in Unreal Engine 4
Removed the waffle.
Apr
11
comment OpenGL - How to draw a transition of two textures on one quad?
Eek. In that case, you're going to wind up with the middle of the rectangle having 25% transparency, aren't you? At the middle, the first rectangle will blend to 50% between the background and the first texture, and at that same spot the second rectangle will blend to 50% between that 50% blended value and the second texture, which still leaves 25% of the background showing through, right?
Apr
10
comment OpenGL - How to draw a transition of two textures on one quad?
Doesn't step 4 result in rectangle 2 completely overwriting and obscuring rectangle 1, since it uses a '1' alpha on both sides? With these settings, it seems like you would need to render rectangle 2 before rectangle 1, to make them composite correctly.
Apr
10
comment sdl: unlock mouse in fullscreen mode and make it useable on another monitor
I didn't need to do anything special to support this when I did exactly this, yesterday, testing on OSX using SDL version 2.0.2. Had a fullscreen window on one monitor, not set to capture the mouse, and I was able to freely move the mouse back to the other monitor and interact with windows there. What you're seeing might be platform-specific behaviour? (In which case, you should specify what platform you're working on)
Apr
10
comment Hotplugging Joysticks And Gamepads On OSX
I'd argue that "Is there a specific reason that joystick detection support is weaker for OSX" is completely off-topic here. The "What can be done" question is better. Maybe something like: "How can I detect a USB gamepad being disconnected during gameplay on OSX, using SDL2?", removing the first paragraph entirely. That phrasing seems like it'd be beyond reproach.
Apr
9
reviewed Close Multiplayer HTML5, Node.js, Socket.IO
Apr
5
comment How do I summarize a game idea into a short document?
What is your question?
Mar
31
comment How does sketchup do it? Previews that is
Whether or not they do anything special, how Google does something isn't really relevant to this gamedev site, I think? Maybe would be better as "how to reduce the polygon count of a high-res model", since that's what the OP probably really cares about? Although that's likely asking for tools. :/
Mar
31
comment How does sketchup do it? Previews that is
Mm, locked up my browser.