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2d
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.
2d
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.
2d
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
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
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
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.
Jan
3
comment Painter algorithm vs. 3D rendering with Z-buffer when drawing 2D Sprites
There is no "wrong call" here. Rendering a bunch of sprites is nothing to even CPU-embedded GPUs, even with 5x overdraw. Even mobile chips can handle that.
Jan
3
comment Strange artifacts when using gl_FragCoord to access texels
Is u_backgroundTexture perhaps a texture you're rendering to?
Jan
1
comment Starting out with OpenGL when most tutorials are out of date
cough
Dec
25
comment Know if you're fully utilizing the GPU
Unless a benchmark is running an actual application, you may as well ignore it. Nothing useful is being said by them. Synthetic benchmarks mean squat.
Dec
25
comment How did the SNES handle palettes of multiple sprites?
@user3124047: Palettes are often animated. But they change between frames, not within frames.
Dec
25
comment Text in game with not english alphabet
Not to mention dealing with combining characters and other Unicode goodies.
Dec
17
comment How to justify friendly shopkeeper in the cave of doom among millions of mobs?
I think a better question is how you justify a "Cave of Doom" to begin with. If you're just going to throw a random cave at the player and say "go beat this", then sticking an equally random traveling merchant isn't going to raise that much more of an eyebrow.
Dec
14
comment Why does writing to a D3DFMT_R32F render target clamp to 1?
Do you even have the slightest clue what he's talking about? He's not trying to display the image. It's just a data table that contains 32-bit floats. There is nothing at all wrong with what he's doing conceptually. Pixel values do not have to be between 0 and 1 because pixel values do not have to be displayed.