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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.


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.
Jun
18
comment Simple rendering produces minor stutter
Sleep is evil in a game loop: gamedev.stackexchange.com/questions/18898/…
Jun
18
answered Problem draw SkyBox behind my sun - XNA
Jun
8
answered Linking one uniform variable to many shaders
Jun
8
comment GLSL Normals not transforming propertly
You can get better perf by putting the normalization in the vertex shader, but be aware that you probably will get artefacts too, as normalization doesn't linearly interpolate. But by all means experiment, as the artefacts may not be objectionable, or even noticeable, depending on your geometry.
Jun
3
comment Achieve anisotropic filtering
What register is the sampler on, and what slot are you binding it to?
Jun
3
awarded  Nice Answer
Jun
2
comment Does one's choice of 3d modeling software used during asset creation affect performance at runtime?
Also consider the format used. If a model format allows the entire model to be drawn with a single draw call it's going to be faster than a model format that requires 1000 draw calls. This also applies to loading times; a model format that can be loaded directly into a vertex buffer will load faster than one that needs lots of parsing and intermediate representations.
May
29
comment Why is GL_TEXTURE_MAX_ANISOTROPY_EXT undefined?
Actually it could go into core if a hypothetical core version was modified to allow a minimum value of MAX_TEXTURE_MAX_ANISOTROPY of 1; a similar compromise was made for GL_ARB_occlusion_query where QUERY_COUNTER_BITS was allowed to be 0 (according to ARB meeting notes this was so that Intel could claim GL 1.5 support despite not supporting occlusion queries). So the implementation just returns 1, it never actually has to implement anisotropic filtering, and IP issues are bypassed.
May
27
comment Avoid double compression of resources
Are your BMPs or TGAs 24-bit or 32-bit? With BMP in particular they're more likely to be 24-bit, and the uncompressed TGA size suggests that's also 24-bit. You're probably not comparing like-with-like here.
May
21
answered How do I deal with timeout detection and recovery in D3D?
May
20
comment List of GLSL ES built-in variables
Have you tried looking at the actual specification documents - khronos.org/registry/gles - much better than searching random websites.
May
19
revised Calculating Per Vertex Normal in Geometry Shader
added 37 characters in body
May
19
comment Frustum culling vs draw calls
@JánosTuránszki - there's a "directx11" tag on the question. Mention of mobile devices makes it obvious: it's Windows Phone.
May
19
answered Calculating Per Vertex Normal in Geometry Shader