Category Archives: graphics

WebGL Index Validation

If you’ve ever browsed through the WebGL spec, you’ve likely seen section 6: Differences Between WebGL and OpenGL ES 2.0. Right at the top of that section, we find section 6.1: Buffer Object Binding. That section reads as follows: In … Read the rest of this entry

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Bicubic Filtering in Fewer Taps

Author’s Note This post is based on the technique described in GPU Gems 2, chapter 20, Fast Third-Order Texture Filtering. While that’s certainly a good read, I found that the authors skipped over a lot of detail and optimized a … Read the rest of this entry

Filed in code, graphics, shaders | 11 Comments

Windowed Fullscreen

Windowed (fake) fullscreen is probably my favorite graphics option ever when it comes to PC games. It lets me have my nice fullscreen game, but doesn’t lock me out of using my other monitor, and any programs running behind the … Read the rest of this entry

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Texture vs. Polygon: Round 1

I recently critiqued some work-in-progress game art for an (I guess) art student, and it struck me that it can be fairly hard for a newcomer to judge where to put their details. Some details don’t work very well as … Read the rest of this entry

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