the so complete pouët.net oneliner
- 2012-05-10
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Can a fragment shader change the depth of a pixel?
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Sorry, that was a dumb ass easy-to-google question. I meant if the depth of a fragment could be set or not, but of course it can, and it was easy to google.
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Just rendering a quad :)
- 2012-05-11
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CODE HELP! OpenGL image format problem: http://pastebin.com/83MJ9PxE
- 2012-05-17
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any people with OpenGL experience willing to help me out on a little problem, preferably over chat in GTalk? lordgraga@gmail.com
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\o/
- 2012-05-20
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I am trying to do some head-tracking like this: http://www.youtube.com/watch?v=0hNQknWWJPo , but I have absolutely no idea how to set up my projection matrix given that I know my heads position relative to my screen, and the position of its corners.
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got it
- 2012-05-27
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crashes indeed.. but wow! NOOON..
- 2012-06-02
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Shittiest card you can get is a lot worse than 7900 GTO and costs €30. But, €100 will net you a GTS 450 which is a lot BETTER than a 7900 GTO. I would say €40
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I think you should sell it cheap and be happy that it doesn
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For uni I made a decision to train a Neural Network to play Hammurabi, and it is an utterly stupid idea.
- 2012-06-13
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Today I high-fived Roberto Ierusalimschy
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QUE ISSO CARA???!?
- 2012-06-20
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Where can I find footage of real sword fights?
- 2012-07-18
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http://vimeo.com/45417241
- 2012-07-27
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psonice: What do you wanna change, and in what fileformat?
- 2012-08-17
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Gen FBO -> Gen Tex -> Bind FBO -> glFramebufferTexture2D(texture to FBO as CA0) -> glDrawbuffers(CA0) -> texture is garbled no mater what, wtf?
- 2012-08-19
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GLSL: Say I have a vec4 who's attributes contains values of either 0 or 1. What is the most effective way to convert this attribute into an integer between 0 and 15, where each attribute corresponds to a bit?
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You're right. I think I'll take a step backwards and just beam the texture to the GPU as floats, normalized to 0..1 and wrap an int(value * 16 + bias) around it now that I'm at it anyway.
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Tomo: Nope! But I get access to the harddisk soon, so I'll be delivering some times this year ;)
- 2012-08-20
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How can I keep openGL from clamping my color values before writing them to a texture from a shader?
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How do I specify that as my internal format? I don't see any references to floating point texture in glTeximage2D, for example
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I'm stuck at OpenGL 2.1 :(
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Surely is possible, but could I lose precision? I am doing a big fat ass blur/diffusion thing for AI path finding, so I want pixel sources to "spread" as much as possible.