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Member Since 13 Aug 2011
Offline Last Active Today, 02:25 AM

Posts I've Made

In Topic: Help Rendering Multiple Geometry with WebGL

Yesterday, 01:32 PM



still its not enough info. but 2 ideas:


1. it is a js problem as you always may have the same reference to one object ... chck by outputting to console if in the 2 mesh array you really see diffrent vertex data.


2. in your render loop you are not setting the attrib pointer to the vbo correctly .. or not resetting at all ... it must be like
    - bind vbo 1
    - set attrib pointers
    - draw nr 1

    - bind vbo 2
    - set attrib pointers
    - draw nr 2

you may add more / real code for better help




In Topic: Octree and BSP in Action ... but how

21 April 2013 - 04:54 AM


thanx a lot.
that gave me the right hint to go in.


In Topic: Positional Light and need to have fall off infinite?

05 August 2012 - 01:41 AM


i´m not shure if i get you right, but turning off the depth testing should help you here.
Or if you are calculating the vertex/light distance in the shader yourself, this one need to be tuned of.


In Topic: Overlapping faces issue - Samsung tab

02 August 2012 - 01:29 AM


pls give a screen how it should look like ... to get a better impression what may be the problem.


In Topic: Draw objects in real time

02 August 2012 - 01:26 AM


first of all make sure you are not reciving data by TCP/IP... as this may be to slow for real time Game.
Use UDP instead.
But the basic setting is right. the Network Thread should write to a Object or what ever is your data container.
And than inside your glutDisplayFunc() you just draw as you would always do ...
You may track how many times per second you update the data from network .... as this needs to be close to your framerate .