Search found 1227 matches

by mongoose7
Sat Aug 27, 2016 6:32 am
Forum: Advanced Help
Topic: 16 bit object names?
Replies: 10
Views: 2257

Re: 16 bit object names?

UTF-8? I don't think there is any such thing as 16-bit characters. Maybe you mean UTF-16?
by mongoose7
Fri Aug 26, 2016 12:41 pm
Forum: Code Snippets
Topic: Really Easy Mesh Clicking!
Replies: 8
Views: 4785

Re: Really Easy Mesh Clicking!

The code seems to be asking:

"Is the camera inside the node bounding sphere?"

I guess the answer is:

"No!"
by mongoose7
Thu Aug 25, 2016 2:09 pm
Forum: Game Programming
Topic: Android File System
Replies: 15
Views: 8572

Re: Android File System

I don't know Android, but why do you try to create the file with fopen(.., "w+") when fopen(.., "w") is all you need? You could also check the mode the file is created in, it may be write only. I think fopen() has a third parameter for this. You could also check the mode of the '...
by mongoose7
Thu Aug 25, 2016 2:01 am
Forum: Game Programming
Topic: Android File System
Replies: 15
Views: 8572

Re: Android File System

Print out fileName.c_str().
by mongoose7
Wed Aug 24, 2016 2:14 pm
Forum: Game Programming
Topic: Android File System
Replies: 15
Views: 8572

Re: Android File System

You didn't check the return from

AAsset* configFileAsset = AAssetManager_open(assetManager, (char*)fileName.c_str(), AASSET_MODE_BUFFER);
by mongoose7
Tue Aug 23, 2016 10:22 pm
Forum: Beginners Help
Topic: Z-fighting like artifacts when using ShadowVolumeSceneNode
Replies: 2
Views: 1197

Re: Z-fighting like artifacts when using ShadowVolumeSceneNo

Does your cube have outside and inside surfaces?
by mongoose7
Tue Aug 23, 2016 9:14 am
Forum: Beginners Help
Topic: What's going on with my bounding box?
Replies: 4
Views: 630

Re: What's going on with my bounding box?

It looks as if you draw the floor plane after the object. The bounding box is not written to the depth buffer.
by mongoose7
Fri Aug 12, 2016 2:46 pm
Forum: Beginners Help
Topic: Multiply color (particle system). Dark smoke?
Replies: 13
Views: 2275

Re: Multiply color (particle system). Dark smoke?

You've got this backwards:

uvCoord = OUT.uvCoord;
by mongoose7
Sun Aug 07, 2016 10:25 am
Forum: Advanced Help
Topic: Rendering something in UV space.
Replies: 7
Views: 1854

Re: Rendering something in UV space.

The pixel shader does the "baking". The vertex shader just flattens the scene, proportionately to the UV coordinates. In any case, the picture of the UV map is what you asked for!
by mongoose7
Sun Aug 07, 2016 1:17 am
Forum: Advanced Help
Topic: Rendering something in UV space.
Replies: 7
Views: 1854

Re: Rendering something in UV space.

In the vertex shader you could try setting x = u, y = v, z = far/2.
by mongoose7
Wed Aug 03, 2016 10:18 pm
Forum: Beginners Help
Topic: Fused mesh after export from 3DSMax
Replies: 5
Views: 961

Re: Fused mesh after export from 3DSMax

Have a look at your texture coordinates (vt). They should be 0 and 1 in the ideal case. The range (eg .25 - .33) is 1/12, which is why scaling by 12 works. But it is in the original assignment where the problem is. No need to triangulate quads as the algorithm is really simple. Quads can't be concave!
by mongoose7
Fri Jul 29, 2016 11:30 pm
Forum: Beginners Help
Topic: Could not load mesh on OS X
Replies: 2
Views: 627

Re: Could not load mesh on OS X

Check the console output.
by mongoose7
Sun Jul 24, 2016 11:28 pm
Forum: Advanced Help
Topic: Set Matrix correctly.
Replies: 17
Views: 3486

Re: Set Matrix correctly.

Maybe just run a bloom filter.
by mongoose7
Sun Jul 24, 2016 5:49 am
Forum: Advanced Help
Topic: Set Matrix correctly.
Replies: 17
Views: 3486

Re: Set Matrix correctly.

I don't grok Render Monkey so I don't know if it even uses the projection matrix. Also, you use GLSL so I can't help you there. But I would just stick with the view and object matrices. If your lighting doesn't look right, your tangent matrix may be transposed. I know there is a lot of bad code on t...
by mongoose7
Sun Jul 24, 2016 12:35 am
Forum: Advanced Help
Topic: Set Matrix correctly.
Replies: 17
Views: 3486

Re: Set Matrix correctly.

You shouldn't be using the projection matrix at all. It collapses the view frustum into the unit cube. The inverse would map the unit cube into the view frustum. Points in the view frustum can be sent anywhere by the inverse. How can that help?