Alex Scarborough
I code on a mac, but I do not code for macs. It's a very important distinction that must be made.
From time to time, I am available for contract work. That being said, if you think your game needs the services of an OpenGL programmer who specializes in shaders, I strongly encourage you to take a step back and reevaluate where your game is and where it needs to go. Chances are, your time and money would be better spent polishing and refining core gameplay instead of shoving unnecessary shiny stuff into your game. If you want someone to port your game to the Mac, I refer you to my previous statement.
Mostly, I just like to make shiny pictures and imagine that I am making my poor Radeon 9600 scream in pain. Yes, I have in fact damaged it.
If you have any questions about me, my work, or whatever, leave a comment or email me
Shiny!
OpenGL Tip of the Day

To render to multiple textures, you still use the glDrawBuffers function. However, you use the enums from GL_EXT_framebuffer_object.Example:GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };glDrawBuffers(2, buffers);If a framebuffer object is bound with textures attached to ...
Rendering to multiple buffers, known as MRT to the Direct3D world, can be accomplished with the GL_ARB_draw_buffers extension. Using this extension is incredibly simple. For example, to draw to the back and AUX0 buffers simultaneously, you would use the following code:GLenum buffers[] = { GL_BACK, ...
It is possible to stream updates to a texture, often skipping a costly data copy, using the GL_ARB_pixel_buffer_object extension which was promoted to core in OpenGL 2.1To do this, you must bind a buffer to GL_PIXEL_UNPACK_BUFFER_ARB, map it, write your texture data into the mapped buffer, unmap it, ...
While you can query the location of a generic vertex attribute in a GLSL shader by calling glGetAttribLocation(GLuint program, const GLchar *name), you can also set the location of a generic vertex attribute manually using glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)NOTES: ...
OpenGL supports fast crossplatform offscreen rendering through the GL_EXT_framebuffer_object extension.To render to a texture using the framebuffer object you must1) Create a framebuffer object glGenFramebuffersEXT(1, &myFBO);2) Bind the framebuffer object glBindFramebufferEXT(GL_FRAMEBUFFER_E ...
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