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Babis's user avatar
Babis's user avatar
Babis
  • Member for 9 years, 8 months
  • Last seen more than a month ago
7 votes
Accepted

Is it possible to calculate the TBN matrix in the fragment shader?

6 votes
Accepted

How to draw the contour of a hexagon area, like in Civ 5

4 votes
Accepted

Efficient way to implement fog of war on a 2D grid with multiple actors

4 votes

Dot based light mask with shader on sprites

4 votes

anisotropic fog of war

4 votes

How should I fix a graphic glitch caused by t-junctions when using greedy meshing

4 votes
Accepted

Basic terrain shader without using external texture

3 votes

Quick sprite contouring solutions?

2 votes
Accepted

How can I efficiently render lots of 2D quads?

2 votes

How to apply two pixel shaders in one go

2 votes
Accepted

In a Sonic-esque platformer, how to tell if the chracter is upside-down or not?

1 vote
Accepted

Box2D Body creation causing performance issues

1 vote

Is there a better way than to use render targets for a "glowing" effect?

1 vote

Shader - Transmittance or Absorption

1 vote

Android OpenGL and non premultiplied textures

1 vote
Accepted

Shader - Realtime texture masking

1 vote

GLSL Shader not compiling (Android & LibGDX) and no log available

1 vote

How to combat exponential growth in sprite messaging?

1 vote
Accepted

how change branching logic to math equivalent glsl?

1 vote

How to sample a texture with specified LOD in SM 2.0?

1 vote

Dynamic Flow Control in HLSL with Array References

1 vote

How to order points on a 3D grid such that we can connect them in a line loop correctly

1 vote
Accepted

Undefined reference error when trying to access a component using ECS

1 vote
Accepted

Rotating a 3d vector around an axis using sines and cosines

0 votes
Accepted

How to determine this kind of vector?

0 votes

Unreal Engine for 2d in c++

0 votes
Accepted

How to hit an enemy, or "how do entities interact with each other?"

0 votes
Accepted

Maximum Number of Bends - Snake

0 votes

How to diagnose the problem when the input assembler and the vertex shader look correrct, but the Output Merger is wrong?

0 votes

How should I fix a graphic glitch caused by t-junctions when using greedy meshing