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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.


2h
answered Update single variable in DirectX Shader
2d
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
25
comment wrong position triangle draw when port code from opengl v330 to v210
Why have you got "gl_Position = gl_Position" in your 120 vertex shader but not in your 330 vertex shader?
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?
Feb
28
comment why is glVertexAttribDivisor crashing?
Laptop with switchable graphics?
Feb
28
answered Why do we refer to a “model view” matrix and not a “viewprojection” matrix?
Feb
24
comment opengl shaders getting started problem
@ratchetfreak - the shader is actually and obviously HLSL, not GLSL.
Feb
5
answered Is there a way to scale a texture via GPU rather than by CPU?
Feb
1
comment Resizing D3D Buffers within a frame
In that case you're out of luck because D3D doesn't allow resizing of buffers; you must destroy and recreate. Either size your buffer for the max number of objects you expect to draw, or else make it dynamic and reuse it for a second batch (note: I'm not suggesting 2 or more buffers here; I'm suggesting reusing a single dynamic buffer).
Jan
31
answered Resizing D3D Buffers within a frame
Dec
13
comment Why would OpenGL ignore GL_DEPTH_TEST setting?
@pfannkuchen_gesicht - the initial glDepthRange is {0, 1} - there's no need to set it if you don't need to change it from those values. See opengl.org/sdk/docs/man2/xhtml/glDepthRange.xml
Dec
13
comment Why would OpenGL ignore GL_DEPTH_TEST setting?
Did you create your GL context with a depth buffer? Also, regarding "Do I need to draw by order of what is closest to the camera? (I thought OpenGL did that for you)" - it actually doesn't. GL will draw objects in the order that you send the data to it, and does no object sorting of it's own. The depth buffer (and depth test) is what will test if an incoming object is in front of or behind what's already drawn, and discard it if behind.
Dec
10
comment Why I don't have the DX templates even with the Windows 8 SDK installed?
"VS 2013 only supports Win32 desktop development when hosted on a Windows 7 system" - I'm not too sure about that; my installation of VS 2013 definitely supports Win32 desktop development on Windows 8.1 - maybe you meant something else?
Dec
7
comment 2D HLSL World position
You should do this using a scissor test instead.
Dec
7
comment Where to save game data?
@Benlitz - plus, if more than one person uses the PC, each person's saves won't interfere with/overwrite the others.