Oct
14
comment Fighting Game Camera Positioning in SDL
src.x = midpoint.x - (src.w / 2) ?
Oct
11
comment Email etiquette, is it appropriate to bold my questions?
This is called Bottom Line Up Front, and is the standard of professional communication in many organisations.
Oct
7
comment How should IDs be assigned in an entity component system?
@PatrickHughes I agree; now, two years later, I have a better understanding of why guids work, and disagree with my quip that a large random number "is the same as a guid". Guids give you a lot more reliable uniqueness than a mere random number does. But at the same time, they use a lot of their space for uniqueness that we don't care about in this context (It's not useful that guids generated by my computer are different than those generated by your computer, for this scenario). Guids do tend to be more CPU-intensive to generate, but probably not enough so to matter.
Sep
30
awarded Explainer
Sep
29
comment GLSL- How to change a certain color of a sprite, to another color passed into the shader?
Your answer is also in the question; use an 'if' statement. So what's the real question, seeing as you've already answered the question that's in the title, yourself?
Sep
29
comment GLSL- How to change a certain color of a sprite, to another color passed into the shader?
What is your actual question, here? Is this just "how do I write an 'if' statement?"
Sep
24
awarded Good Answer
Sep
24
awarded Autobiographer
Sep
24
awarded Autobiographer
Sep
21
comment How do I ensure my skybox is always in the background, with OpenGL?
glDepthRange() remaps depth values, for the purpose of interacting with the z-buffer. Setting glDepthRange(1,1); makes every fragment, regardless of how close or far it actually is from the camera, be treated as if it was exactly at the far plane. Remember to return it to its default glDepthRange(0,1) setting before drawing other objects. Further details in this StackOverflow question
Sep
7
reviewed Close How do I create a sound manager?
Sep
6
revised "Normal" Blend Mode with OpenGL Trouble
added 110 characters in body
Sep
6
revised "Normal" Blend Mode with OpenGL Trouble
added 434 characters in body
Sep
6
comment "Normal" Blend Mode with OpenGL Trouble
You're blending it at 50% against (0,0,0). Of course it's darker than when you blend it at 50% against (255,255,255).
Sep
6
comment "Normal" Blend Mode with OpenGL Trouble
All screenshots have been taken from Anders Riggelsen's online Visual glBlendFunc + glBlendEquation Tool. In future, that sort of thing would be useful to mention when asking for help.
Sep
6
answered "Normal" Blend Mode with OpenGL Trouble
Sep
6
comment What does glMultiDraw* do?
I've done some minor editing to try to make the question clearer and easier for others to find in a search. If you disagree with the edit, please revert it. :)
Sep
6
revised What does glMultiDraw* do?
General rewording to make the question clearer, particularly in the title text.
Sep
4
awarded Good Answer
Sep
4
comment Can we please be more friendly to new users?
@Trilarion We already migrate general programming questions to SO.
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