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Member Since 20 Jun 2010
Offline Last Active Mar 21 2012 10:16 AM

Topics I've Started

Rendering problem

24 February 2012 - 06:40 AM

I'm not very sure if this is the right forum or should I post it to mobile development forum but I believe it's an OpenGL based problem.

I wrote some opengl code with C on windows, fully compatible with OpenGL ES. So without any changes (except a couple of context creation code) it worked on ios perfectly in terms of compilation, but has some problems with the result produced.

I can say the code has no problem because it works as it should on windows but it looks weird on ios.

It is like the polygons on the side that is close to camera are like not drawn. They appear as I rotate the object and another set vanishes. Here is a comparison image;

Posted Image

Frustum Culling

11 October 2010 - 10:12 PM

I have a question about space partitioning related culling/collision det. systems;

As you know a camera transformation, therefore the frustum, can change nearly every frame. so, should I rebuild my for example octree in every frame? isn't this a bit expensive?

noob question about gl fundamentals

20 June 2010 - 05:52 AM

guys I can't say I'm completely noob. I know how to do a lot of stuff with opengl 4.0 feature parity but I've got some problem with fundamentals of opengl.

can anyone explain what are these terms stand for and how are they working exactly in opengl:

- server states / client states (especially difference of these 2 in practice)
- async (as in pbo's for async texture loading or glFlush's role etc.)

thanks in advance