Tim R.
  • Member for 10 years, 6 months
  • Last seen more than 1 year ago
How do I get beautiful small text in XNA without using external libraries?
Accepted answer
12 votes

XNA lets you import a texture as a spritefont. You can probably get better hinting and anti-aliasing in your font if you lay each character out manually in a good image editing program, rather than ...

View answer
How to flip a quad (openGL es 2.0 Android / Java)
Accepted answer
8 votes

Create a scale matrix with a scale of -1 on the axis you want to mirror.

View answer
Unity: Import a mesh that only has vertex and edge data but no faces
4 votes

First of all can I say I've never encountered by total chance someone encountering such an incredibly specific issue that I also encountered, so good job on that, universe. So as you've already ...

View answer
Techniques for (literally) cutting corners on square grid maps
4 votes

Have you given A* a chance yet? Provided you weight your costs for different types of terrain appropriately, it will find a best path given the available nodes. It will not however find a straight ...

View answer
Texture filtering: Is the minification or the magnification filter used when rendering at the exact texture size?
3 votes

The OpenGL documentation specifies that OpenGL uses the magnification filter. The texture magnification function is used when the pixel being textured maps to an area less than or equal to one ...

View answer
Color spaces: Should colors be converted to linear color before applying premultiplied alpha?
2 votes

This article seems to imply that the most efficient method is the latter: multiply by alpha, then convert to SRGB. As far as correctness, I realized that if your texture and framebuffer are SRGB, the ...

View answer
How to prevent objects from colliding into each other in the Unity editor?
1 votes

Try this: Surface snapping While dragging in the center using the Move tool, hold Shift and Control (Command on Mac) to quickly snap the GameObject to the intersection of any Collider. https://docs....

View answer
Smooth Lighting Falloff
1 votes

It may have to do with your number of per-pixel lights. If you have too many, Unity will fall back to per-vertex lighting for some lights instead. Try increasing the number of per-pixel lights in ...

View answer
Why is my zooming-in + changing scenes not woking in Unity?
1 votes

Your script causes a LoadScene to occur on startup, which means the scene will load, and then immediately after loading it will try to load the same scene again, resetting it to the starting state ...

View answer
Lightweight NON-dynamic particles in Unity
Accepted answer
0 votes

Rather than using particles, you probably want point sprites. Create a mesh of points using MeshTopology.Points, and to render the particles you could use a geometry shader to create quads or just use ...

View answer
Inverted textures
0 votes

There's no need to manually create and assign your effect's transformation matrices. Spritebatch creates these for you. The simplest way is to create an effect with no vertex shader (unless you're ...

View answer
Optimizing perlin noise generation
0 votes

I would like more "space" between the "walls". Scaling is not an option, because I like the size of the tiles now. If you want to change the scale of your noise, rather than scaling your tiles up or ...

View answer