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Type: Posts; User: overTaker

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  1. I have re-checked my code, and I found an error -...

    I have re-checked my code, and I found an error - there was break in loop that was searching for collisions, which resulted only in one collision allowed.

    I've fixed that, and now it works, but...
  2. So, if I understand you correctly, the code would...

    So, if I understand you correctly, the code would look something like this:



    void ObjMobile::Move(glm::vec3 velocity)
    {
    glm::vec3 collisionVector(0.0f);
    if (FindCollisions(velocity))
    ...
  3. So basically, I cannot use one formula to check...

    So basically, I cannot use one formula to check each wall at once, and instead I have to check each previous wall?
    This may seem to be it. It's just pity that there is no "one formula to rule them...
  4. Multiple planes on collision detection sliding

    Hello everybody

    I've got working collision detection and "sliding" response to it. Everything is working just fine, but when there is only one wall to collide (I'm ignoring collisions with terrain...
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    Unfortunatelly still no luck. I too noticed,...

    Unfortunatelly still no luck.
    I too noticed, that only returning type differs. Also the thing is, the function which returns genType isn't even documented at their website. It only mentions the one...
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    GLM fast sqrt functions ambiguity

    Hello.

    I would like to use some of fast* functions of GLM framework (latest version for this day), but I can't overpass ambiguity problem.
    It always screams that function is ambiguous, even if I...
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    That's what i thought. I tried the fast way to...

    That's what i thought. I tried the fast way to change display order, but I must have messed something up. I will try to do it the right way this time and I will see if it work.
    Thank you for help :)
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    Problems with alpha channel on textures

    Hello

    I'm trying to create alpha blending on textures, but I can't get it to work.
    I have a texture with alpha channel, compressed with DXT5 (I've tried 3 and 1 as well). Texture is loaded with...
  9. You could give a try to ray/triangle intersection...

    You could give a try to ray/triangle intersection algorithm, for example Moller-Trombore.
    First you have to calculate ray direction, then using algorithm mentioned above you can get the distance of...
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    I, by myself use Glew and Glfw libraries, they...

    I, by myself use Glew and Glfw libraries, they have .lib binaries attached with them as far as I remember, they all have to be linked, but don't forget about linking OpenGL lib as well.
    My linking...
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    Problem kind of solved itself. The cause was...

    Problem kind of solved itself.
    The cause was that, the array apparently was deleted, because it was not used, even if it was. The solution to this was just to use the array somewhere before, like...
  12. Try setting position2 to -sin (alpha * 2.0), -cos...

    Try setting position2 to -sin (alpha * 2.0), -cos (alpha * 2.0). Or any other value to multiply with.
  13. Perhaps you should offset alpha a bit in...

    Perhaps you should offset alpha a bit in position2, not just change the sign of sine or cosine.
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    Array indexing in for loop

    As my struggle with uniform arrays of structs led me to nowhere, I decided to split those arrays to single uniforms, this time, the locations are caught right, but I encountered a problem, bug...
  15. I have read it should point to type, instead of...

    I have read it should point to type, instead of variable itself, anyway I checked if it would work but with no success.
  16. glGetUniformIndices always returns invalid index

    Hello.

    I'm once again stumbling with glGetUniformIndices function, which constantly returns 0xFFFFFFFF on every index, no matter what the name is.
    My function call looks like this:


    ...
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    I got it, I just wanted to simplify the question,...

    I got it, I just wanted to simplify the question, and it went in wrong direction :)

    What I understood, good thing would be to check ray-triangle intersection, where there are three rays - for the...
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    AABB-Triangle intersection point

    Hello.

    I'm in need of testing if an axis oriented bounding box collides with a triangle (set of triangles as a terrain), and if it does - in which point. I found few algorithms on the internet,...
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    Detecting mouse position on object

    I'm trying to implement detection of mouse position on a model - for clicking or highlighting models, when mouse is over them, with possibility of reading the world coordinates of cursor. I've got it...
  20. Thank you, I will use that function. The vertex...

    Thank you, I will use that function. The vertex processing should not be a problem, because I only render a simple cube object, made of 8 vertices.
  21. Render specified amount of pixels to framebuffer

    Hello.

    Is there any way, to render only specified amount of pixels to a framebuffer? Something, like using glViewport, that would crop the scene.
    Such thing, would be used in checking which...
  22. I'm using version 4.30 and the array is just an...

    I'm using version 4.30 and the array is just an array of vec3s, not a sampler array.
  23. Error C5025: lvalue in assignment too complex

    I'm struggling with this error occuring in assignment array indices. Internet has given few different solutions that didn't really work.

    Error's name would suggest that the expression in index...
  24. I meant A as a plane :) It actually works fine...

    I meant A as a plane :)

    It actually works fine when I try with test values. I must did something wrong in the actual code.
    Big thanks!
  25. I actually tried doing it this way, but it didn't...

    I actually tried doing it this way, but it didn't work.

    Perhaps an explanation will be better than a picture :)

    Try to imagine a a vertex with a normal. Then, imagine a plane that is...
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