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Geometrian

Member Since 10 Apr 2007
Offline Last Active Yesterday, 10:16 PM

Posts I've Made

In Topic: Texture Deletion Race Condition

23 May 2014 - 09:50 AM

I'd expect to be able to allocate and delete textures when I choose. It's pretty simple stuff. Even if I'm doing it frequently, this shouldn't affect whether it works. I feel like that's a pretty reasonable expectation.

 

Note: I was using a development version of the Kinect 1, that allows writing in C++ on a PC, not a console.


In Topic: Texture Deletion Race Condition

21 May 2014 - 11:07 PM

I found a silly bug related to the way I was handling mipmapping, but I have no evidence the problems were related.

 

The deletion/reallocation was mainly for simplicity. I understood then as now that it's generally a bad approach--but I was still expecting it to be correct.


In Topic: Texture Deletion Race Condition

13 May 2014 - 09:01 AM

Nope. As I wrote, time was short. PBOs aren't used.


In Topic: Shadow Volume Generation Precision

01 May 2014 - 06:31 PM

Update: I found the problem. I was using a light direction from a vertex on the center triangle to compute facing values for all four triangles, but this only works for three. Ensuring that the light direction is computed from a vertex within each triangle fixes the problem.


In Topic: Shadow Volume Generation Precision

01 May 2014 - 06:20 PM

Update: I have modified the geometry shader to show the output more carefully. It seems that the computation of whether an adjacent triangle faces the light is incorrect in some cases.


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