22h
reviewed Close Racing game with known car shapes
22h
reviewed Leave Open Java OpenGL Perspective matrix not working
22h
reviewed Close virtual keyboard using opengl , glut, visual basic
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comment Does multiple downsampling have a benefit?
(Incidentally, the bloom effect I use in my own games is based upon the method described on the linked page. Personally, I downsample 5 times rather than 3, since I start from a much larger initial image but still want a nice, wide blur.)
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awarded Enlightened
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awarded Nice Answer
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answered Does multiple downsampling have a benefit?
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comment Normals showing unexpected results
To be more specific, your problem is that getNoise(x,z) is returning a value based upon std::rand().
May
1
answered Terrain not rendering like it should be
May
1
comment Is there any way in open-gl to "bit crush" everything on the screen?
@MooseBoys You can do the low-detail render with multisampling enabled if you're concerned about aliasing due to dense geometry, and with mipmapping enabled if you're concerned about aliasing due to texture resolution. But the provided screenshot has neither dense geometry nor high-detail textures, so aliasing probably isn't a real concern, which is why I didn't mention it.
May
1
answered Is there any way in open-gl to "bit crush" everything on the screen?
Apr
30
comment Is glxinfo saying that the 980 GTX doesn't support a 32 bit depth buffer?
You can gain access to a stencil buffer by using a renderbuffer format of GL_DEPTH32F_STENCIL8 instead of GL_DEPTH_COMPONENT32F, and then attaching that single renderbuffer as both your FBO's depth attachment and its stencil attachment. I believe that this format is guaranteed to be supported by any OpenGL 3.x+ core context.
Apr
29
revised Is glxinfo saying that the 980 GTX doesn't support a 32 bit depth buffer?
Added results of testing on a 980.
Apr
28
comment Is glxinfo saying that the 980 GTX doesn't support a 32 bit depth buffer?
...though having said that, if you're using a renderbuffer, you can probably use glGetRenderbufferParameteriv( <target>, GL_RENDERBUFFER_DEPTH_SIZE, &result ) to directly query what size the created depth buffer was. I'll give that a try on my 980 and add the results.
Apr
28
comment Is glxinfo saying that the 980 GTX doesn't support a 32 bit depth buffer?
@Shadow503 I can't find any documentation on precisely which FBO attachment formats are supported in NVidia's current crop of cards, but what they've traditionally done is to silently give you a 24-bit fixed-point depth buffer if you'd requested a 32-bit one. To tell if they're still doing that, you'd probably need to render something on the card, read back the depth buffer, and programmatically check how the depth values are quantized.
Apr
28
answered Is glxinfo saying that the 980 GTX doesn't support a 32 bit depth buffer?
Apr
23
answered Why is my A* Pathfinding incredibly slow?
Apr
17
comment Make 2 dice out of 3 dice
From the video this is based upon, it seems that we're only looking for the final sum, not for two separate six-sided-die values. (Although certainly, one strategy might be to make two six-sided-die values via some means, and then add them together)
Apr
14
comment Magic wall (force field) obstructed walk, what is minimal average path?
@Lordofdark I had taken "you always make an effort to walk with B as your destination" to mean that you must always walk as directly as possible toward B.
Apr
14
comment Magic wall (force field) obstructed walk, what is minimal average path?
But the puzzle states that you "must walk only in straight line segments between A and B." This answer involves walking along a line that is not on the straight line between A and B? Additionally, if the wall was not present, you would have to turn partway through the walk in order to reach point B, which the puzzle expressly forbids.
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