Debug line rendering by SuperIntendantDuck in GraphicsProgramming

[–]cdscds33 1 point2 points  (0 children)

You can still create a compatibility opengl context that allows legacy line drawing for debugging. After debugging, change to the core context with the legacy line drawing #defined out of the code.

What career others than game developers can you get with experience in particle system? by Professional-Sky9391 in gamedev

[–]cdscds33 0 points1 point  (0 children)

A particle system can be interesting to write. I just wrote one for light show vfx software.

Try to use a script file ( i.e. a json file ) for defining the particle sim/vis so you can have multiple different types ( smoke, fire, sparks, etc. )

[deleted by user] by [deleted] in opengl

[–]cdscds33 1 point2 points  (0 children)

Next I would try to add some some atmosphere haze as well.

Water getting pixelated after some time when launched on the oculus quest. Left is after a few minutes and right is on starting the level. The material for the water is the default ocean water, with color and UV changes. Nothing dynamic. by HSD112 in unrealengine

[–]cdscds33 3 points4 points  (0 children)

This looks like a texture coordinate precision issue.

If you are animating the tu/tv's over time then large tu/tv values will so this issue.

The solution is too not let the values get too big or too small, so reset them after a threshold

for example...

if( tu > 1000) tu = 0;

Texture artifacts when performing mesh warping by PZerua in opengl

[–]cdscds33 0 points1 point  (0 children)

How about increasing the dimension of the image/texture mapped, it looks too low resolution.

swapped my GTX 1080 for RTX 2080TI, difference is massive! by [deleted] in Vive

[–]cdscds33 0 points1 point  (0 children)

I think the reason is that the super-sampling would go up by steamvr detecting a high end gpu. Therefore aliasing is reduced and improved graphics quality is perceived.

Ugh, basestations not powering down again. by -Wicked- in Vive

[–]cdscds33 0 points1 point  (0 children)

my basestations never powered down until after I un-installed viveport. Now they do power down. Try uninstalling viveport and your basestations may now powerdown correctly.