LiborCapak

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About LiborCapak

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  1. aglio olio, ancovicky, rukola, citron. jednoduche. http://t.co/So9IVCoIqK
  2. na prave ruce mi vyrost sesty prst a zpod kuze ruzne na tele se tlacily dalsi podivne vyrustky #dnesniSen
  3. RT @rygorous: The tendency to answer "X is broken" with "yeah, but why don't you use Y instead?" is a cancer on Software Engineering as a w…
  4. Pral bych si umet psat poezii.
  5. http://t.co/oxUYjYZodj - jen pripomenuti znameho. Vyslo od nich nove alb. Atomova vcela, dobre album.
  6. interactive plane terrain texturing

    thanks for advice.  It's faster but it's not enough.   I tried 3 shaders - flat, 2 textures combiners (up and right borders) and 4 textures (up, right, diagonal).   Mixing 4 textures and mask slows whole drawing down too much (all texture reads are non-dependent).  Because rendering textured surface is not main game visual feature so i decided to put together much simpler and faster way which is not so nice :(
  7. Apple Finally Fixes Unencrypted App Store Login @slashdot http://t.co/JPc235TKRl
  8. hello,   i'm trying to do simple textured terrain - terrain is plane xy with base repeatable texture.  I have about 16 repeatable textures which i wan't to interactively place at plane as textured quads with one alpha mask.  Each quad is aligned to grid a randomly rotated.  Interaction is important because this texturing is part of game editor.  Each grid cell can contains one textured quad which has double size as grid size.  This technique works quite nice:   [sharedmedia=core:attachments:14126]   Target hardware is ios/ipad so i can't use alpha testing because it's too slow.  Only blending, but overdraw is too heavy.  Is there any another good technique with less fillrate?  I tried render all these rotated quads into halfsized FBO and then blend fullscreen quad into main back buffer - it's much faster but it looks terrible.  Any idea please?  
  9. last song of Fennesz/Black Sea is great example how should sound last album track.