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snake5
  • Member for 11 years, 9 months
  • Last seen more than a month ago
2 votes

Optimized linear to sRGB GLSL

3 votes
Accepted

Converting real-life perspective photos into orthographic view for texture creation

38 votes

Why do modern games use a render-to-texture approach for mirrors?

0 votes

rough texturing on edges of mechanical parts

3 votes

How to give the player the feeling of being chased by enemies and force him/her to rush

1 vote

Behavior Tree with interrupted sequence

1 vote

How do I make educational games engaging not boring?

1 vote
Accepted

Using one GLSL shader program for textured and untextured rendering?

0 votes

How to calculate Joystick margins/thresholds?

2 votes
Accepted

Texture being stretched when using D3DTADDRESS_CLAMP

1 vote

Character on Character fighting animations

2 votes

Section cut through (solid) geometry

0 votes

Scripting: to block or not to block

3 votes

Data oriented design in physics engine

13 votes

What is the graphical effect occurring to non-mipmapped distant textures called?

5 votes
Accepted

Is there a way to bypass Directx Effect Files?

18 votes

If I project a sphere in 3D will it be a circle?

1 vote

How to find out the vertices of the polyhedron formed by the overlapping area of two rotated boxes?

1 vote

Primitives LINESTRIP Closing to the first point?

1 vote

Putting items into a 3D space

2 votes
Accepted

ID3D11Device::CreateInputLayout: Encoded Signature size doesn't match specified size

4 votes
Accepted

Find shortest path (quickly) on the surface of a 3d model?

2 votes
Accepted

Optimize drawing "different" sprites in OpenGL ES 2.0 (batching?)

1 vote

Texturing issues in cry engine sdk

0 votes

Best collision algorithm for Axis Aligned Bouding Boxes

0 votes

Capturing small details in textures without making a huge map

4 votes
Accepted

Achieving Retro Resolution with HD

1 vote

DirectX 11 throws out my pixel shader when I multiply verts by MVP

2 votes
Accepted

Clip shadow frustum to scene bounds

5 votes
Accepted

GL_INVALID_OPERATION on glBindVertexArray Despite glGenVertexArrays()