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jariRG

Member Since 22 Apr 2006
Offline Last Active Yesterday, 04:13 PM

#5151157 Per-pixel displacement mapping GLSL

Posted by jariRG on 03 May 2014 - 04:59 AM

I am not sure, but dont you have to normalize normalObject and tangentObject (vertex normal and tangent after the matrix multiplication)?




#5145114 Eliminating OpenGL/DirectX differences

Posted by jariRG on 07 April 2014 - 12:10 PM

There was a really well written article about this subject:

http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/perspective-projections-in-lh-and-rh-systems-r3598




#5008483 drawing in Win32

Posted by jariRG on 08 December 2012 - 07:16 AM

CreateDIBSection with BitBlt/StretchDIBits/SetDIBitsToDevice is the fastest method as i know. Here: http://sol.gfxile.net/wintut/ch3.html you can find a great tutorial for it.


#4823169 2D texture missing a triangle

Posted by jariRG on 14 June 2011 - 05:47 AM

Thanks, it worked. I figured something like this would happen because I've never tried my hand at texture mapping before. Simple error thankfully.

Does the direction of the circle matter?


It does when backface culling is enabled (glEnable(GL_CULL_FACE), but by default it is disabled).


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