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L. Spiro

Member Since 29 Oct 2003
Offline Last Active Today, 06:15 PM

Posts I've Made

In Topic: Signed floating point texture

Today, 03:52 AM

If you need the texture data to be 16-bit unsigned short, there is no reason not to make the conversion on the CPU and just make a texture that just holds 16-bit unsigned short data.

How to handle the negative values is up to you.  Whether you want to simply clamp them or if you want to shift the whole range of values from [-1,1] to [0,1] is your choice based on your needs.  The hardware can perform normalization for you at no cost.



L. Spiro

In Topic: Temporary rendering with colour.

Today, 01:31 AM

Copy-paste those shader files and rename them.

Modify the new ones to do what you want.

Create a new shader using the 2 new files.

Activate shader 1 for the rendering you already do.

Activate shader 2 for the rendering you want to do with text.



L. Spiro

In Topic: Gesture recognition causes my app to crash.

Yesterday, 04:11 AM

Erica Sadun is a friend of mine who helped me get my book deal and has given me advice on writing my first book.

She wrote this:



I haven’t used gestures directly as they are not useful in video games, but that covers the subject fairly exhaustively and may be of help.



L. Spiro

In Topic: Draw with one color , but display four color

28 August 2014 - 11:32 PM

#1: Show your shader.

#2: It could be dithering.  Disable it.

#3: It could be the way you took the screenshot.  How did you?



L. Spiro

In Topic: Gesture recognition causes my app to crash.

28 August 2014 - 09:40 PM

Read Usage Special Considerations and add a run-time check to get more information about its capabilities.



L. Spiro