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23s
awarded  Nice Answer
8h
answered Does multiple downsampling has a benefit?
8h
comment Normals showing unexpected results
To be more specific, your problem is that getNoise(x,z) is returning a value based upon std::rand().
May
1
answered Terrain not rendering like it should be
May
1
comment Is there any way in open-gl to “bit crush” everything on the screen?
@MooseBoys You can do the low-detail render with multisampling enabled if you're concerned about aliasing due to dense geometry, and with mipmapping enabled if you're concerned about aliasing due to texture resolution. But the provided screenshot has neither dense geometry nor high-detail textures, so aliasing probably isn't a real concern, which is why I didn't mention it.
May
1
answered Is there any way in open-gl to “bit crush” everything on the screen?
Apr
30
comment Is glxinfo saying that the 980 GTX doesn't support a 32 bit depth buffer?
You can gain access to a stencil buffer by using a renderbuffer format of GL_DEPTH32F_STENCIL8 instead of GL_DEPTH_COMPONENT32F, and then attaching that single renderbuffer as both your FBO's depth attachment and its stencil attachment. I believe that this format is guaranteed to be supported by any OpenGL 3.x+ core context.
Apr
29
revised Is glxinfo saying that the 980 GTX doesn't support a 32 bit depth buffer?
Added results of testing on a 980.
Apr
28
comment Is glxinfo saying that the 980 GTX doesn't support a 32 bit depth buffer?
...though having said that, if you're using a renderbuffer, you can probably use glGetRenderbufferParameteriv( <target>, GL_RENDERBUFFER_DEPTH_SIZE, &result ) to directly query what size the created depth buffer was. I'll give that a try on my 980 and add the results.
Apr
28
comment Is glxinfo saying that the 980 GTX doesn't support a 32 bit depth buffer?
@Shadow503 I can't find any documentation on precisely which FBO attachment formats are supported in NVidia's current crop of cards, but what they've traditionally done is to silently give you a 24-bit fixed-point depth buffer if you'd requested a 32-bit one. To tell if they're still doing that, you'd probably need to render something on the card, read back the depth buffer, and programmatically check how the depth values are quantized.
Apr
28
answered Is glxinfo saying that the 980 GTX doesn't support a 32 bit depth buffer?
Apr
23
answered Why is my A* Pathfinding incredibly slow?
Feb
28
answered GLSL strange if statement problems
Feb
25
awarded  Good Answer
Feb
5
comment Using VBO in Opengl. powered with c# TAOFramwork
@ratchetfreak You beat me by 20 seconds. (should have been posted as an answer, though!)
Dec
26
comment Know if you're fully utilizing the GPU
Elephant in the room: If you have 17,000 draw calls each frame, you are not fully using your GPU.
Dec
25
comment OpenGL/SDL2 How to resize the render area with the window?
Sounds like maybe you have a leftover scissor region still active? Also worth checking that you're resizing any non-default framebuffers. In my game, for example, I rendering into a couple of offscreen framebuffers, before blitting the results to the screen. So when my window gets resized, I need to resize those other framebuffers as well.
Dec
18
awarded  Nice Answer
Dec
17
comment How to justify friendly shopkeeper in the cave of doom among millions of mobs?
@vsz The original question didn't specify that it wanted realistic motivations. It also didn't specify a medieval-ish fantasy world (not sure where you got that from). It actually didn't specify much of anything, so my answer here was entirely mechanical in nature, apart from the silly quip in the last two sentences, which I just thought was funny and didn't think anyone would take seriously.
Dec
16
answered How to justify friendly shopkeeper in the cave of doom among millions of mobs?