Search found 1227 matches
- 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?
- 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!"
"Is the camera inside the node bounding sphere?"
I guess the answer is:
"No!"
- 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 '...
- 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().
- 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);
AAsset* configFileAsset = AAssetManager_open(assetManager, (char*)fileName.c_str(), AASSET_MODE_BUFFER);
- 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?
- 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.
- 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;
uvCoord = OUT.uvCoord;
- 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!
- 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.
- 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!
- 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.
- 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.
- 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...
- 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?