791 reputation
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location Chemnitz, Germany
age 27
visits member for 2 years, 10 months
seen Apr 15 at 16:15

Jan
25
comment How to decide to use OpenGL ES 1.0 or 2.0 for Android?
@stephelton And well, graphics is not easy and using an old fixed-function approach to do transformation, lighting and texturing for you, only so that you don't need to understand what it really does, is no real alternative (and doesn't make it that much easier anyway). Once you do something more involved than a rotating cube (although that's what a beginner will surely do first), the additional overhead will vanish, moreover it will result in less overhead by enabling you to implement your ideas more straight-forward than somehow crunshing them into the fixed-function features.
Jan
25
comment How to decide to use OpenGL ES 1.0 or 2.0 for Android?
@stephelton But you need to understand those things (matrix stuff) anyway. And removing it from OpenGL doesn't mislead you to think they are implemented in hardware anymore. Somebody has to implement the matrix stuff, and it's actually not really OpenGL's job to do this as it doesn't have anything to do with the graphics hardware. Get a library for it if you don't want to mess with it yet. Just use good learning resources and don't try to take on the world right from the start. Then starting with shader-only ES 2 should be no problem.
Jan
25
answered How to decide to use OpenGL ES 1.0 or 2.0 for Android?
Jan
18
comment Vertex Array Object (OpenGL)
There is not much difference. The VAO just encapsulates all state regarding the vertex arrays and their usages and formats, except for the array data itself, which is stored in VBOs. But you're right in that this answer (or the link) doesn't really talk about VAOs.
Dec
17
comment GLM: Euler Angles to Quaternion
Was this a joke? Or did you you just not read the other answers (especially Daniel's)?
Dec
12
revised How do I extract a translation vector from a dual quaternion?
added 258 characters in body
Dec
12
comment How do I extract a translation vector from a dual quaternion?
Ok, updated my answer.
Dec
12
revised How do I extract a translation vector from a dual quaternion?
added 418 characters in body
Dec
12
comment How do I extract a translation vector from a dual quaternion?
Welcome to StackExchange, I hope you read the FAQ.
Dec
11
answered How do I extract a translation vector from a dual quaternion?
Nov
18
comment How can I write only to the stencil buffer in OpenGL ES 2.0?
@stephelton using glColorMask is enough to get sure that nothing is written to the color buffer. No need to output some artificially small color or such rubbish. Just make sure the fragment shader doesn't do unneccessary work and write out a vec4(1.0).
Nov
11
comment how can I specify interleaved vertex attributes and vertex indices
What on earth got you to insert a padding of 20 floats (80 bytes)? Such a large memory-overconsumption surely kills any possible alignment benefits. 4 floats (16 bytes) would have sufficed for a 64 byte alignment, which should be enough (if even neccessary).
Nov
11
comment Renderbuffer to GLSL shader?
Even if Nathan's answer wouldn't work, what got you to subsitute glReadPixels and glTexImage2D for glCopyTexImage2D?
Nov
10
awarded  Enlightened
Nov
10
awarded  Nice Answer
Sep
26
comment Entity/Component Systems in C++, How do I discover types and construct components?
Quite unrelated comment: If you want to get proficient in C++, then use C++ and not C, regarding strings. Sorry for that, but it had to be said.
Sep
19
comment Quaternion understanding
@Daniel obviously!
Sep
19
comment Quaternion understanding
@Nathan I was educated with column-vectors. I have never seen vectors treated as 1-row matrices in any mathematical context. The fact that some frameworks use row-vectors and that there isn't that much difference in practice, doesn't give them a mathematical justification. But maybe the latter is not that important for you.
Sep
19
comment Quaternion understanding
We sure need to know more of you transformation framework. Do you use matrix * column-vector convention or some strange row-vector * matrix convention? Maybe your Lookat function is intended for cameras and therefore does the inverse transformation to what you actually want. Also in a matrix*vector convention your combined transformation first translates the object and then rotates it. Is this even intended?
Sep
17
awarded  Enthusiast