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Hey TylerF, I'm looking for a good pathing solution for an arbitrary world (i.e. not grid squares, but rather, blocking lines). Would you be...
No, at the moment, I'm doing it brute force-- each object checks to see if it's in the light's bounding rect, and then checks distance for...
Hi all, I'm looking for a way to lower my memory footprint on iOS. The natures of my textures is that A8R8G8B8 is too much, and A4R4G4B4 is...
It's more about keeping it consistent across the board. For instance, at the moment, I am simply checking distance to light source-- okay, it...
Sure... I have a lightmap, and 2D "vertical" sprites. Like think of a tree on a terrain. I want to light the whole tree based on one pixel at...
Hey, I used drawarrays + memory copies. :) I didn't do it for speed reasons, but for convenience reasons. But yeah, this is a 1:1 convert--...
Yup. Shader is a very simple, one line "apply texture pixel to screen." it's lowp. Works great on iPad 2... 50% and less speed on iPad1. I'm...
Hi all, I'm pursuing an esoteric solution with multitexturing, and I want to know if something is possible. Right now, I have a vertex format,...
Well, alas, for my purposes, using shaders isn't gonna work. OpenGLES2 runs at about 50% speed of OpenGLES1 on iPad1, and I am definitely...
I do want to make shaders-- what I don't want to do is invest the time in making code that already works work. I.E. I don't want to sit down...
Hi all, I've got a cross-platform framework that I wrote for Windows, Mac, Linux, and iPhone. The code is all portable, except for key...
Hi all, Because of the fidelity of my games, I am forced into using 8-8-8-8 textures even though 5-6-5-5 would work just fine (but 4-4-4-4 does...