1d
awarded Notable Question
Oct
27
comment In OpenGL, what is "zero state" rendering?
@usm It wasn't dismissive pedantry. Using attribute-less rendering you can load a mesh from a shader file instead of loading it from a model file. If you're really dead set on only ever loading models from model files for some reason, then you can even generate the attribute-less shader source yourself in code, at runtime, based on the model file's data, without ever putting the model data into a VBO. I'm not saying this is necessarily always the best way to do things, just that it's something that you can do and definitely not worthy of immediate scorn.
Oct
27
comment In OpenGL, what is "zero state" rendering?
@usm Vertex data from disk is also "only predefined geometric shapes". Not sure what your point is.
Oct
26
comment In OpenGL, what is "zero state" rendering?
Could it have been "zero attribute"? Zero-attribute rendering (often called "attributeless rendering") does replace VBOs.
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
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