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Formerly known as "Jimmy Shelter".

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.


1d
answered How do I ensure my skybox is always in the background, with OpenGL?
2d
comment Diffuse Maps and DirectX
"I don't think that's very efficient" - have you actually benchmarked this? Until you have hard evidence that it's actually not very efficient, you're indulging in premature optimization.
2d
answered How to specify colour in a single 32 bit value
2d
answered Why is the origin in computer graphics coordinates at the top left?
2d
comment How to handle game objects in DirectX
So it's really a "what technology should I use?" question, then?
Sep
19
comment What is GPU bandwidth?
(1) it can be either; pay attention to the context. (2) depends on the GPU and depends on what framerate you want to run at.
Sep
11
comment Why do we use 4x4 matrices to transform things in 3D?
You also need the 4th row/column for projection.
Sep
10
comment Simple framerate counter?
@congusbongus - I'm drawing a distintion between using Sleep to save power and using it to control framerate. The former is appropriate, the latter is not. Even if Sleep were reliable and even if it gave you sub-millisecond control, Sleep (1/60) wouldn't give you 60fps because it doesn't account for the time taken to actually run the frame. You still need a proper timer.
Sep
9
comment Simple framerate counter?
The standard "don't measure FPS, measure milliseconds per frame" disclaimer applies here, but I should note that an FPS count is what players are used to seeing and provides a number that's meaningful to them, so despite the disclaimer I find that an FPS count still has value.
Sep
9
answered Simple framerate counter?
Sep
5
answered What does glMultiDraw* do?
Sep
2
awarded  Revival
Aug
19
awarded  Revival
Aug
8
awarded  Yearling
Jul
20
comment Mouse Speed in GLUT and OpenGL?
@CroCo - time is going to fluctuate if GLUT is using an imprecise timer. You don't say what platforms you're using, and as timing code is platform-dependent it's impossible to give a more exact reason.
Jul
15
comment Fast fullscreen quad rendering in Direct3D 11?
Using texture.Load instead of texture.Sample may also be beneficial as it can bypass sampling altogether (if nothing else it will save you state changes on your samplers).
Jul
13
answered What is missing from SDL for it to gain more widespread adoption?
Jul
12
answered Most efficient way to do 2d tiles (VBO vs Instancing)
Jul
7
comment What happen if I try to run OpenGL 4.4 code on an unsupported graphic card?
Good answer but: "they moved to a shader-programmable pipeline. I'm sure that had quite an effect on how the hardware needed to be made" - it's actually the other way around. Hardware had been emulating FFP via shaders long before OpenGL made this transition. So OpenGL had no effect on hardware; hardware is what had an effect on OpenGL.
Jun
23
comment How to get the normal that points *out* of a polygon
The missing info is that the vertex winding order defines which face of the polygon is front and which face is back, so (assuming that the polygon is planar) you can use the first 3 vertices (which will be different for CW winding to what they are for CCW winding) to calculate the normal.