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Member Since 03 Feb 2008
Offline Last Active Nov 09 2014 07:07 AM

Posts I've Made

In Topic: Opengl Spazzing out for no reason

03 November 2014 - 01:45 PM

So, it was well-defined undefined behavior after all :)

It's something we've all been struggling with over the years..

In Topic: OpenGL Bump Map -- Texture artifacts ?

28 October 2014 - 09:55 PM

White & black dots can be the result of math that produces errors. 99% of the cases are sqrt(negative number) and ~zero-length vectors.

Flickering is usually uninitialized variables.

Completely white/black is usually missing/empty texture, or missing/uninitialized uniforms etc.



Check your inputs for errors.

Transfer normal and tangent to pixel shader (interpolated) and show their magnitudes. color = length(vector);

white = good, black = bad


Eventually you will find the issue. It helps alot to know what values certain things should have. For example, directional vectors (normal, tangent, binormal) should all be length == 1 (white).

In Topic: OpenGL/GLSL version handling

27 October 2014 - 10:20 PM

A core context can be created for OS X now at least, although it does seem like the devs don't really understand the pros (and in other cases -necessity-) of using core contexts explicitly.

At some point it will be added, I guess.


See: https://github.com/LaurentGomila/SFML/issues/654

In Topic: how to limit fps in glut ?

25 October 2014 - 06:36 PM

Although you should be using VSYNC, you can do some waiting in-between frames if the game is essentially idle:

http://stackoverflow.com/questions/23258650/sleep1-and-sdl-delay1-takes-15-ms   (even on XP)



It is a little bit shameful how it is now on Windows...

In Topic: Opengl Spazzing out for no reason

20 October 2014 - 11:32 AM

If you are seeing displaced vertices and corruption over time, then you may have a heat or voltage issue. I have had it many times before, the last one being because my power unit could not give enough Watts to the GPU (and machine overall).


Here are some diagnosable examples from a random Google search:



I had what happens in the second image, slow corruption over time. It was fixed by upgrading to a better PSU, and was not bad GPU memory.