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Member Since 05 Nov 2011
Offline Last Active Yesterday, 11:42 AM

Topics I've Started

Tegra 4 Extensions

21 April 2014 - 03:38 PM



I am ashamed to ask such question, but I am lost in search. I am creating an Tegra 4 application that is in need of render target with pixel format that will store, for instance, logarithmic luminance, something like R16_float. AFAIK Tegra 4 supports such formats, but they are not available in standard OpenGL ES 2.0, only through extensions. How do I create such texture with GLES20.glTexImage2D? I know how to use glTexImage2D, but I have no idea how to include those extensions in Java (I am not using NDK).


I would appreciate any help, all I could find on the net was how to get supported extensions as a string, not how to use them.

Mipmaps on Windows Phone 8

18 December 2013 - 08:28 AM



I encountered a problem while porting application to WP8. I am using SharpDX and use down and upsampling method for bluring. The problem is that when I generate mipmaps for render targets I get black (reading from texture returns 0) results, but when I have single level everything works fine, but quality is just terrible. I heard it's a bug in WP8, can someone confirm this? If it's a bug, do you have any neat workaround or am I stuck with 'manual' downsampling?

WPF UserControl List

10 December 2013 - 07:14 AM



this is going to be quick question. I want to create a user control that would do something like this:

<ctrl:MyControl x:Name="mc">
            <ctrl:MyData MyProperty="{Binding PropertyA}"/>
            <ctrl:MyData MyProperty="{Binding PropertyB}"/>

MyControl is UserControl,

MyControl.MyData is DependencyProperty of type MyDataCollecion inside MyControl,

MyDataCollecion is List<MyData>,

MyData is DependencyObject, MyProperty is dependency property


Is such thing possible in WPF?


I Believe that it would lose connection to logical tree in MyData, so the result would be MyData added to MyDataCollection, but MyProperty wouldn't be bound.


Any ideas how I can achieve something like that?

Gaussian blur with large radius

30 September 2013 - 05:41 AM



I would like to perform a gaussian blur with large radius. I always used kernel size of 7x7 or smaller with two pass method. It satisfied my needs before, but now it's not enough. I am limited to use shader model 2.0, so large kernels are out of the question due to instruction limit. I also want to get the best performance possible. Do you have any sugestions?

QuadTree ray collision

22 August 2013 - 09:52 AM



I am forced to ask this shameful question here. I've build a quadtree structure which contains 2D triangles. Everything would be nice, cool and fast if only I would knew how to use it rolleyes.gif


My aim is to cast a 2D ray from given point with given direction, and get the closest triangle position. And my question is how should I approach that? Should I add my ray to quadtree and there find collision? Or should I aproach it different way?