JarkkoL's user avatar
JarkkoL's user avatar
JarkkoL's user avatar
JarkkoL
  • Member for 9 years, 4 months
  • Last seen more than 1 year ago
25 votes

Why is H (blinn) used instead of R (phong) in specular shading?

11 votes
Accepted

What is deferred lighting?

8 votes

How does GPU handle texture and VRAM?

4 votes

Multiple SpriteSheets break batching

3 votes

2 component unit vector

3 votes
Accepted

What data to store along a vertex

2 votes

Pair collision detection on quadtree

2 votes
Accepted

how does an SM5 shader handle loops and if statements? (HLSL/CG)

2 votes

BRDF and Spherical coordinate in ray tracing

1 vote

PBR Metalness Implementation: specColor at Value 1?

1 vote
Accepted

How to set a struct as a Direct3D9 vertex shader constant?

1 vote

Why are huge polygon amounts bad?

1 vote

Matrix rotation wrong orientation LibGDX

1 vote

Grants a Higher Texture downsized a better quality than a texture with the downsized resolution?

1 vote

Merging geometry/mesh without losing benefits

1 vote

Octrees as data structure

1 vote

Taking fixed direction on hemisphere and project to normal (openGL)

0 votes

State of the art Culling and Batching techniques in rendering

0 votes

Quaternion rotation, translation, scale or 4x3/4x4 matrices for Skeletons?

0 votes

How to make unit selection circles merge?

0 votes

Water silhouette shader using GLSL

0 votes

Gameobject-Component model with many background tiles - long iteration time

0 votes

How to achieve a Gaussian Blur effect for shadows in LWJGL/Slick2D?

0 votes

Mathematics behind Phong shading and additive blending

0 votes
Accepted

"_SRGB" suffix for BC texture format doesn't result in sRGB-to-linear correction at sampling

0 votes
Accepted

Moving object beyond Bezier Curve