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Feb
8
comment How to make inputing large inputs more engaging
"Even with a fully known input length of let's say 7 marbles the entropy is still a respectable 62 bits." I'd like to see your math on this. And even if you're right, 62-bits is not "respectable" for encryption these days.
Feb
8
answered How to make inputing large inputs more engaging
Feb
8
comment How to make inputing large inputs more engaging
@Christer: Removing or qualifying the word "fun" isn't going to make your question less opinion-based. You need to narrow down the scope of your question from "any idea that could work" to something that could be put into a single answer.
Feb
8
revised Wrap Mode: Scale and Position Anywere
edited tags
Feb
8
comment Wrap Mode: Scale and Position Anywere
You say you want to position it wherever you want. Where are "you" in this? Are you talking about positioning based on parameters passed to the shader, based on changing the vertex data used to generate the quad, or based on something else entirely?
Jan
26
comment Wrong Normal When Models is Close to Each Other
I don't see where you're rendering a "normal buffer". I see you writing one component of a vector to the output. But normals are usually 3-dimensional. So where are the rest of them?
Jan
23
awarded  game-design
Jan
22
answered How can I evoke a sense of dislike/hate for a character through game mechanics?
Jan
19
awarded  Enlightened
Jan
19
awarded  Nice Answer
Jan
19
comment Rendering text using STL in LWJGL 3
Is there some reason I have to click on those links to know where they're going?
Jan
17
comment Will Vulkan Kill the use of GLSL?
@KromStern: I'd agree with that. Well, if you replace "optimized version of" with "likely has the same performance cost as." And if you replace "less overhead" with "a highly annoying interface that is utterly unlike anything in the API." Please take note of that warning: shader subroutines are the only place in all of OpenGL where state that you set will just magically vanish. This only exists because that's how D3D11 did it. And the only reason D3D11 did it that way was because it doesn't have an equivalent of uniform variables; they only have constant buffers.
Jan
17
comment Will Vulkan Kill the use of GLSL?
@KromStern: It's the first warning on the Wiki section explaining how you specify which subroutine is being used from GL code. And, more to the point, the fact that "subroutine uniforms" are not like actual "uniforms" in any way, shape, or form. Or the fact that subroutine uniforms aren't anything you couldn't do with a switch statement.
Jan
17
comment What is the best way to group lots of squares into one VBO?
"upwards of 150 calls to glDrawElements for each frame. This is causing unpleasantly low frame rates." No, it really isn't. Even mobile hardware can handle 150 draw calls per frame at 60FPS. Your framerate problem is something else.
Jan
17
comment What is the best way to group lots of squares into one VBO?
"At the moment, I have..." OK... why would you ever think the algorithm you came up with was a good idea? The most obvious way to render a tile map is to just stick a bunch of quads in a buffer object and render them. How did you get so far afield?
Jan
17
answered Will Vulkan Kill the use of GLSL?
Jan
5
comment is there a way to make decent material having reflection, glossy behaviour etc. whithout GPU (GLSL, HLSL)?
@Irrmich: "my GEForce 6800 support opengl 2.1.2" OpenGL has been programmable since 2.0. So yes, you can write shaders for your GPU.
Jan
4
awarded  Good Answer
Jan
4
comment Strange artifacts when using gl_FragCoord to access texels
That wasn't what I asked. I asked if that was the texture you're rendering to. That is, are you trying to render to a texture you're reading from simultaneously.
Jan
4
comment Painter algorithm vs. 3D rendering with Z-buffer when drawing 2D Sprites
@Chris: "which I don't want to rely on" Then you don't want performance. It's that simple. There is absolutely no reason not to use a texture atlas when doing 2D rendering.