821 reputation
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location Chemnitz, Germany
age 27
visits member for 3 years, 1 month
seen Jul 11 at 17:11

Jul
17
awarded  Nice Answer
Jun
5
awarded  Yearling
Mar
17
comment Why do we use 4x4 matrices to transform things in 3D?
@concept3d Yeah, I know, the answer is good. Yet the even bigger advantage gained from the uniform way of using a matrix is not only uniformity, but representation of an entire chain of transformations in a single operation. While that might have been implied, I found it unclear and important enough to mention it explicitly. But the answer was still good anyway, it wasn't a critique.
Mar
17
comment Why do we use 4x4 matrices to transform things in 3D?
And even more than that, once you have rotation and translation both as 4x4 matrices, you can just multiply them and have the combined transformation in one single matrix without the need to transform every vertex by a thousands of different transformations using different constructs. The fact that a 4x4 matrix is overkill for a single translation or a single rotation is outweight by the fact that you usually don't just transform a vertex by single translation or a single rotation.
Jun
5
awarded  Yearling
May
8
revised glBufferSubData and offset alignment?
deleted 3 characters in body
May
8
answered OpenGL noob: Using VBO to draw a colored triangle
May
2
revised glBufferSubData and offset alignment?
added 55 characters in body
May
2
comment glBufferSubData and offset alignment?
@KaiserJohaan That is a completely different problem and doesn't have anything to do with glBindBufferRange itself, but with uniform buffer objects specifically and how the implementation aligns multiple uniform blocks inside a uniform buffer object. So in this case using the buffer as a uniform buffer requires offsets to be properly aligned for uniform blocks, while in your case it requires the offsets (in glVertexAttribPointer) to be properly aligned for attribute data (float[3] in your particular case).
May
2
revised glBufferSubData and offset alignment?
added 2 characters in body
May
2
revised glBufferSubData and offset alignment?
added 2 characters in body
May
2
revised glBufferSubData and offset alignment?
added 2 characters in body
May
2
comment How would one render dynamic vertices in OpenGL ES 2.0 like in a 3D modeling program?
"I've only seen examples where you have to re-compile a shader each time you make an array." - Those examples were either (1) complete rubbish, (2) completely ingenius complex stuff doing something totally different, or (3) you don't have the same notion of "shaders" and "vertex arrays" that OpenGL has. "does this update the data without having to recompile the shader?" - Huh? How much and what data your buffer objects contain has absolutely nothing to do with your shaders.
May
2
answered glBufferSubData and offset alignment?
Oct
1
comment How to create OpenGL (ES 1.0) texture programmatically?
@labotsirc Though, the OP cannot use any fragment shaders, since he uses ES 1.0.
Jul
2
answered How to create OpenGL (ES 1.0) texture programmatically?
Jun
5
awarded  Yearling
May
31
answered Triangles in a C++ STL Vector as an Objective-C member sometimes draws incorrectly in OpenGL ES
Apr
30
answered VBO triangle not rendered using Freeglut Opengl 3.x, not understanding the weird fixes
Mar
8
answered Which is worst: Too many VertexShader instructions, or FragmentShader instructions?