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Formerly known as "Darth Satan", formerly known as "Jimmy Shelter".
"Darth Melkor" is funnier.

Then one appeared among us, in our own form visible, but greater and more beautiful; and he said that he had come out of pity.

I'm like the Clint Eastwood of backups. I drift into town, say "ahm-a gonna clean up yer backups", shoot the place up a bit, get rid of the bad guys, then drift back out again.

Been there, done that, still doing it.


May
13
comment What is the difference between a Viewport and a Scissor Rectangle?
@KyleBaran - they're not related (it's also perfectly valid for hardware to not support scissor test at all); they're even at completely different stages of the graphics pipeline.
May
13
answered What is the difference between a Viewport and a Scissor Rectangle?
May
7
answered Grab depth buffer with unlockable D3DFORMAT
May
4
comment Algorithm that always returns the same pseudorandom output if given the same input of seed, x and y?
@user41442 - but does it need to be fast? According to the OP: "I just want to check a few tiles at any one time" - so rand() is fine for this use case.
Apr
26
comment What type of 3D engine is the original Quake engine?
Are you talking about the software or GL version? Because even aside from the obvious (software vs GL) they were quite different - the software version was a "scanline rasterizer" whereas the GL version was a "polygon rasterizer".
Apr
18
comment How to use TextureArray's Pre-OpenGL 4.2?
@John - what's neat about this is that you can still use glTexStorage in cases where 4.2 or higher (or ARB_texture_storage) are available, and with minimal code changes.
Apr
18
revised How to use TextureArray's Pre-OpenGL 4.2?
Added documentation link and extract
Apr
18
comment How to use TextureArray's Pre-OpenGL 4.2?
@John - it doesn't seem to have percolated the general consciousness; I've seen code where people allocate dummy buffers for this, or otherwise go to great lengths, but yet this has been valid usage since IIRC GL 1.2
Apr
18
answered How to use TextureArray's Pre-OpenGL 4.2?
Apr
9
comment Should a game clean up after itself when exiting?
This is not true on application exit; all memory used by a process is automatically released by the process when it exits. That's not the general case for all object types however; a good discussion is available here gamedev.net/topic/…
Apr
8
comment SDL2 - Windowed mode, VSYNC active, refresh rate 56hz instead of 60hz
SDL 2, under Windows (which the OP is using), will prefer to use QueryPerformanceCounter for the implementation of SDL_GetTicks, otherwise it will make a call to timeBeginPeriod (1), so imprecision isn't an issue. Are you (the OP) using Sleep calls to control framerate anywhere?
Apr
6
comment Geometry Shader input vertices order
Also check your primitive topology; if you're not using one of the topology types with adjacency this might happen.
Apr
1
answered Update single variable in DirectX Shader
Mar
30
comment How do I implement a fixed delta time step with a SDL_Delay(15ms) precision
You can't use SDL_Delay to control framerate, because delaying for a fixed amount of time doesn't take account of how long your frames otherwise last (and that time may be variable).
Mar
28
answered Java OpenGL Perspective matrix not working
Mar
27
comment Licensing and commercial game development
OpenGL isn't software.
Mar
26
answered Can I use the HD Graphics 3000's quad list primitive type via D3D?
Mar
18
comment How common are game engine bugs, and can I claim damages for them?
I've seen this idea come up on forums for various games; it's a somewhat common "threat" when the internet hate mob decides to descend on a game, unfortunately.
Mar
8
comment How can I implement triple buffering using Direct3D 9?
So long as you make this call each frame you will get the correct backbuffer - whichever one is current. You shouldn't expect it to be correct if you reuse the same pointer over multiple frames.
Mar
8
answered How can I implement triple buffering using Direct3D 9?