Things faster than A* include, for example, summing two numbers, calculating a dot product or doing nothing at all. Most problems have many good solutions, and the best one must be picked by you depending on the specifics. And even better than a good solution is avoiding the problem altogether, which is also sometimes possible.
- Viewing Profile: Posts: powly k
Community Stats
- Group Members
- Active Posts 55
- Profile Views 1,216
- Member Title Member
- Age Age Unknown
- Birthday Birthday Unknown
-
Gender
Not Telling
User Tools
Contacts
powly k hasn't added any contacts yet.
Latest Visitors
Posts I've Made
In Topic: Is there anything faster than A* pathing?
02 May 2013 - 05:31 AM
In Topic: OpenGL won't render anything
25 April 2013 - 03:32 PM
Winding is probably not it - if you don't specifically enable backface culling, it's not on. What I'd try is first negative z values for the vertices and then ditching the matrix multiplication to see if the matrix is really okay.
In Topic: Poly Count for a Standalone game?
14 April 2013 - 12:37 PM
What you do in your shaders tends to matter a lot more than how many triangles you rasterize. The only actual way to know these is, like you said, to test it yourself.
In Topic: Motion Blur with FBO
11 April 2013 - 05:01 PM
That very much seems to be the issue, if averaging 4 images that should be different doesn't produce a blurred result. Can you actually somehow verify that the 4 samplers have different textures attached?
In Topic: Motion Blur with FBO
11 April 2013 - 02:03 PM
Okay, since you can't actually read from an FBO but only use an FBO to render to a texture and then read that texture, here's the question: do you set up the active textures, bindings and uniforms correctly? How this should go is like this:
set active texture to N
bind your texture[N] to GL_TEXTURE_2D
glUniform1i(uniform N location, N)
N loops through 1...4, obviously. What this sounds like is you forgetting to call the gluniform1i - all the uniforms samplers are texture unit 0 unless you specify otherwise.
And please, do "uniform sampler2D Blur1, Blur2, Blur3, Blur4;" instead of what you do now. And to be extra sure, always set the alpha to something.
- Home
- » Viewing Profile: Posts: powly k

Find content