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apatriarca
Member Since 03 Jul 2006Offline Last Active Today, 11:43 AM
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 Group Crossbones+
 Active Posts 847
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 Member Title Member
 Age 29 years old
 Birthday February 11, 1985

Gender
Male

Location
Torino, Italy
Posts I've Made
In Topic: Matrix right hand to left hand problem
04 December 2014  10:03 AM
In Topic: find components distances from 2 points on a plane n
25 November 2014  09:21 AM
In Topic: Find a two points in differents segments which their distances is K
20 November 2014  11:25 AM
P(t) = (1  t)A_0 + tA_1, Q(u) = (1  u)B_0 + uB_1 (0 <= t, u <= 1).
You want to find all the values of t and u such that the equation (P(t)  Q(u))^2 = k^2. This is a quadratic equation in two variables and the solution is thus not necessarily unique. Is there any other restriction you have in mind? Do you want the two points to have the same xcoordinate?
In Topic: Is upper division Linear Algebra a good idea or necessary?
06 October 2014  01:49 AM
OpenGL uses the same data type for several different things, not just geometric vectors. In particular, it uses them for colors. The componentwise multiplication is in fact very useful in this case. Code implementations of mathematical concepts are rarely completely equivalent to their theoretical version.In Opengl, the operation is component wise multiply, though it has no sence to be used in manner of geomteric need, it ields a vector space where column and row vectors are the same, implying certain inpropriatness of talking about transposing a matrix, since it transposes by its order with multiply operation (that is impossible in linear algebra becouse of NxM demand in mutipling matricies/vectors, implying also vectors to be nx1x1xm, but that algebra has its definition of operation, that opengl does differ in (it will multiply vectors without their dimension introduced), thus opengl has a vector space of different properties where multiplication is not associative but it is a vector space).
In Topic: OIT (Order Independent Transparency)
17 September 2014  10:10 AM
The Intel solution is based on a quite recent and, as far as I know, Intelonly extension. The Weighted Blended OIT is more general, but it is an approximation. There are also other methods (Abuffers for example). I don't think this is a solved problem and in many cases sorting is still probably the way to go. The best method depends on what you are trying to do and the scene you are trying to display.