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Seabolt

Member Since 26 May 2010
Offline Last Active Jul 02 2015 02:46 PM

Topics I've Started

Tips for reading mathematic formulae?

23 March 2015 - 05:54 PM

Hey guys, I'm a graphics programmer by trade that has been able to stumble his way through the math necessary to get the job done. But I want to take my understanding to the next level.

Currently I'm reading Introduction to Linear Algebra, 4th Edition by Gilbert Strang. So far it has been really awesome to learn these other less concrete uses of vectors/matrices! But a huge stumbling block for me is understanding a lot of the notation used, and searching for terms based on "that R looking thing with the extra line" isn't very helpful at times. 

I've not really taken Calculus or Linear Algebra at a high level, just did some quick "classes" (like a month long) in college. Do you guys have any tips for understanding the notation better?


What are your opinions on DX12/Vulkan/Mantle?

06 March 2015 - 12:33 PM

I'm pretty torn on what to think about it. On one hand being able to write the implementations for a lot of the resource management and command processing allows for a lot of gains, and for a much better management of the rendering across a lot of hardware. Also all the threading support is going to be fantastic.

But on the other hand, accepting that burden will vastly increase the cost to maintain a platform and the amount of time to fully port. I understand that a lot of it can be ported piece by piece, but it seems like the amount of time necessary to even meet the performance of, say, dx12 is on the order of man weeks. 

I feel like to fully support these APIs I need to almost abandon the previous APIs support in my engine since the veil is so much thinner, otherwise I'll just end up adding the same amount of abstraction that DX11 does already, kind of defeating the point.

 

What are your opinions?


Is it possible to render from another thread without OpenGLES

05 March 2014 - 06:31 PM

Okay, so here is what I'm trying to accomplish:

 

I want to render a loading screen using textures directly to the back buffer without going through OpenGL, this way the context thread can be spent actually loading the context resources.

 

Ideally it would be something that I can run in a thread parallel to the context thread and render at regular intervals without delaying the loading thread too much.

 

I understand that you can do shared contexts in some cases, but I also understand that support for such a thing is sketchy at best, even among 3.0+ devices. 

 

I could render an image, swap and then load my resources, but the display would be stale. If possible I'd like to avoid that.

 

Is it possible to reliably and portably render from another thread? Do I just need to bite the bullet and litter my code with updates to a loading screen? That seems non-optimal.


[ANDROID NATIVE ACTIVITY] Resume message is followed by window destruction

16 February 2014 - 12:00 PM

Hey guys,

 

For some reason on a Nexus 7 device, I'll occasionally get a resume command and then at some after or during the command, I'll get a window destroyed command. This is an issue because I need to flag that it's safe to render again after the resume command, but then the device is killed.

 

Is this supposed to happen, am I not releasing correctly, or should I be handling the resume command differently?

 

I'm working on a project with a tight NDA so I can't say much, but please give me any ideas you might have.


Android NDK touch coordinates

12 December 2013 - 03:29 PM

Hey guys, I have a question.

 

I'm currently trying to get touch to work on Android using the NDK with the android_native_app_glue. 

 

When I get a touch event, the coordinates seem to be divided by two. So what should be 1100 on the x is being returned as 550.

I've tried multiplying the getPrecision functions on to the returned value from AMotionEvent_getRawX and it's still the same.

Anyone have any ideas as to what may be causing it?

 


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