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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.


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.
Dec
5
comment Problem with uniforms in OpenGL
+1; for modern OpenGL the glProgramUniform calls are available too, which don't require a glUseProgram.
Nov
29
awarded  Revival
Nov
28
comment How to profile CPU and GPU performance if I have a monster PC?
@LyonesGamer - testing with VMs is a really good suggestion. In the past I've personally identified bottlenecks that showed up on a VM but which my own hardware benignly swallowed. If you can't do that, then getting a cheap second PC with Intel graphics can also be a good bet (like VMs, Intel graphics can frequently expose problems that the big guns handle reasonably, and you can be confident that if something runs OK on Intel graphics then it will run well on anything else).
Nov
27
answered How do I sample a Depth/Stencil Texture in HLSL?
Nov
22
comment Uniform Block solve padding/alignment for vec3 in CPU struct
@UnresolvedExternal - if you have a follow-up question you should ask it as a separate question.
Nov
7
answered What is the meaning of the row “opposite” the translation column?
Oct
23
revised How to use D3D11_SHADER_RESOURCE_VIEW_DESC.Buffer.ElementWidth?
Buffer is a member of D3D11_SHADER_RESOURCE_VIEW_DESC, not D3D11_BUFFER_DESC
Oct
8
answered Can I mix the use of VAO and direct usage of glVertexAttribPointer?
Oct
6
comment Texture is black when manually building mipmap
Per documentation the default value for this is 1000, which suggests that values too high just get silently clamped. It's shouldn't be normally required to set this unless you're not loading a full mipmap chain. opengl.org/sdk/docs/man/html/glTexParameter.xhtml
Oct
3
comment Do OpenGL buffers overflow to CPU memory?
This depends on how you define "reasonably sized" (and how you define "large"). You really need to start thinking about precise figures here.
Sep
30
awarded  Explainer
Sep
24
awarded  Autobiographer
Sep
20
answered How do I ensure my skybox is always in the background, with OpenGL?
Sep
20
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.
Sep
19
answered How to specify colour in a single 32 bit value