The (anticommutative) crossproduct and the windedness of the rotation around that crossproduct (which you use as the axis fpr rotation) will incorporate that information. ( a x b = - b x a )
So you...
Type: Posts; User: Michael Steinberg
The (anticommutative) crossproduct and the windedness of the rotation around that crossproduct (which you use as the axis fpr rotation) will incorporate that information. ( a x b = - b x a )
So you...
Yes, now that I thought about using SSE extensions eventually, i will have to implement that plane packing distinctly anyways, since those SSE operations always work on 1 or all 4 components, if I...
Hey.
I specifically meant Packing of Normal and distance (Hesse-Form) of the plane into a 4d vector. If that vector implements its operations in 4D, the plane class would have to reimplement all...
Hey there!
I'm sorry, but I really can't follow you here. Are you trying to find the area of the intersection of 2 coplanar polygons?
Hello there!
Ever since, I used C-Funtions for my vector/vertex manipulation-code. I now decided to wrap my vectors up in C++ classes and ran across the problem of properly handling homogenous...
Hello!
You see, there is no such thing. Vectors represent Directions and Distances only, they don't intersect. Two lines or straights (each one represented by 2 Vectors placement and direction!) may...
Hi there!
Thank you, it seems that these threaded optimizations really caused these glitches, at least I didnt notice them happening anymore after turning TO off. They were somewhat unpredictable...
Hi there!
I have set up a pretty simple (render-wise) application, that holds nearly every geometry in VBO's and does an endless PeekMessage->Draw Frame loop. However, every now and then, a frame...
Hey there... well, the stencil buffer does not affect the glClear operation, you will not be able to do it that way. What you can do is either grabbing the depth and writing it back, drawing your CSG...
Here's a header file which includes what i think you need.
http://oss.sgi.com/projects/ogl-sample/ABI/glext.h
Simply take the aspect ratio into account when calculating the texcoords? oO
I didnt mean the displaying, but why do you need glReadpixels there? That sounded to me, like you wanted to extract...
I don't exactly know why you dont just take the data directly from the image itself, but glTexcoord will help you to scale the texture accordingly to what you want to see on the screen.
Say your...
Alright, the problem is resolved - i had to assign a material to every object. Collada, here I come!
http://www.opengl.org/resources/code/samples/sig99/advanced99/course_slides/cad/sld049.htm
I think, what you are missing is the save&restore depth part of that presentation.
I don't understand what you want to do.
Alright, i digged deeper through that code and you seem to be misunderstanding the concept of picking.
void drawSurface(GLenum mode)
{
int u, v;
for (u = 0; u < 4; u++) {
if...
Could you strip down your code to the relevant parts and post the result?
You could really have stripped all the Nurbs-rendering to make your sample code a bit shorter and [CODE] to make it easier to read.
I dont have a final answer, but to me it seems you are drawing...
Hey there, thanks, you got me curious about Collada for Data exchange. As it seems though, Collada export is completely broken in the most recent Blender release. Is there maybe somehow an indirect...
I've been out of business for a long time now and try to catch up. I wonder what happened in the area of file formats, back then I was happy with 3ds, but I wonder if there is a better suited format...
You will need to define x and y axes plus the origin on that plane, otherwise any coordinate given will be meaningless.
When you have all those three necessary informations you are ready to go.
If...
http://oss.sgi.com/projects/ogl-sample/registry/NV/half_float.txt
Hello!
Hex,Octal,Decimal is only applied to constants in programming languages and are automatically converted to the machine number format, which will probably be binary... Dereferencing an array...
Alright, so i hope i don't do any mistakes here...
* is to be understood as dot-product.
Say you have your plane definition in normal-form (getting that shouldnt be a problem, eh?).
N is the...
void poly::flip_winding()
{
for( i=0; i<(num_vertices-1)/2; ++i ) {
swap( vertices[i], vertices[num_vertices-2-i] );
}
}if i'm not mistaken