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View GitHub Profile
View gist:3096ae2781e739331f2b
{
"name" : "External Level",
"images" : {
"slider_inactive" : "resources/images/slider_inactive.jpg",
"slider_active" : "resources/images/slider_active.jpg",
"ball" : "http://momchil-atanasov.com/favicon.ico",
"brick_green" : "resources/images/brick_green.jpg",
"brick_red" : "resources/images/brick_red.jpg",
"brick_grey" : "resources/images/brick_grey.jpg"
},
View opengl.md

OpenGL

The idea of this Gist is to track common pitfalls when using OpenGL.

Shaders

  • Multiple shaders of the same type cannot be attached to a single shader program. (e.g. there can only be one vertex program and one fragment program attached to the shader program)

Not specifying minimum precision of your shader variables.

@mokiat
mokiat / frameheap.go
Last active Aug 29, 2015
An example FrameHeap in Go
View frameheap.go
package main
import "fmt"
import "unsafe"
func NewFrameHeap(size int) *FrameHeap {
buffer := make([]uint8, size)
location := uintptr(unsafe.Pointer(&buffer[0]))
return &FrameHeap{
buffer: buffer, // Store it to prevent GC?
View Camera.java
/*
<uses-feature
android:name="android.hardware.camera"
android:required="true" />
<uses-feature
android:name="android.hardware.camera.front"
android:required="false" />
View Dockerfile
FROM ubuntu:14.04.3
RUN apt-get update && apt-get -y install \
git \
mercurial \
curl \
libfontconfig \
wget \
bzip2 \
unzip
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