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visits member for 4 years
seen Oct 16 '13 at 21:42

Dec
21
asked What is the point of this hard-coded vector when calculating luminance in glow/bloom effects?
Dec
20
asked Is working in game dev company before going indie the right recipe?
Dec
16
comment Does a pong clone called “Ping” infringe on any copyrights or trademarks?
Angry Chickens?
Dec
8
answered What rendering techniques would I use to draw a drop shadow effect for cards in a card game?
Dec
1
awarded  Nice Question
Nov
13
accepted Why am I seeing streak artifacts on the cube map I'm rendering?
Nov
10
comment Why am I seeing streak artifacts on the cube map I'm rendering?
That's it. Thank you guys. If someone wants to post the answer, I'll accept.
Nov
10
revised Why am I seeing streak artifacts on the cube map I'm rendering?
added 75 characters in body
Nov
10
comment Why am I seeing streak artifacts on the cube map I'm rendering?
Daniel, I'm just attaching the cube map to the object without color or any additional textures. I haven't changed the viewport for each call yet, because I'm trying to figure out this problem first.
Nov
10
comment Why am I seeing streak artifacts on the cube map I'm rendering?
I'll try that, but each draw call in the loop is rendering to a different section of the cube map.
Nov
10
asked Why am I seeing streak artifacts on the cube map I'm rendering?
Nov
9
awarded  Promoter
Nov
7
comment OpenGL/GLSL: Render to cube map?
Also, I've set my background to white. Wouldn't the white color at least show up in the texture?
Nov
7
comment OpenGL/GLSL: Render to cube map?
Yes. I'm doing two passes. One in the above code, actually 6 calls above. Then I'm calling drawSpheres when rendering to framebuffer 0 and it does show up.
Nov
7
revised OpenGL/GLSL: Render to cube map?
added 33 characters in body
Nov
7
asked OpenGL/GLSL: Render to cube map?
Nov
2
accepted How does one get adjacency information in a geometry shader?
Nov
1
comment How does one get adjacency information in a geometry shader?
So are you saying that for instance a line_adjacency type, for each primitive I send I need it to be laid out like I can access in the geometry shader? Meaning vertex 0 would be an adjacent, 1 would be start point of my line, 2 would be endpoint and 3 would be adjacent. So the VBO I submit needs to have this info?
Oct
31
asked How does one get adjacency information in a geometry shader?
Oct
31
comment GLSL Core Functionality Geometry Shader examples
I'm actually fixing to try and use geometry shader for rending a cube map.