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belfegor

Member Since 05 Jun 2007
Offline Last Active Jul 27 2015 09:19 PM

Posts I've Made

In Topic: view frustum culling particle effects?

18 November 2014 - 04:53 PM

Check each point and grab the min/max, center is (min + max) * 0.5

Better yet approximate size so you don't need to recalculate every frame.


In Topic: Surface to texture

31 October 2014 - 05:43 AM

Use CreateTexture to create new texture then use GetSurfaceLvl to grab its surface then use UpdateSurface to copy to it from your surface,  tho i don't understand why do you even load surface from file instead texture?


In Topic: Surface to texture

30 October 2014 - 07:42 PM

Maybe he wants to copy some surface to new texture?


In Topic: Should I try to optimise the World matrix build like this?

16 October 2014 - 03:47 PM

I don't even use scaling (i don't need it at runtime for my project), as for translation and rotation i just compose into one matrix from vector and quaternion, and this is done only for "dynamic" objects since i have lot of static objects (where world is identity) so i can skip lots of unnecessary world*view*proj (so i have just one view*proj for all of those).


In Topic: Raycasting

05 October 2014 - 10:20 AM

What is the problem? You have many examples within their sdk.

 

Main part is :

    btCollisionWorld::ClosestRayResultCallback result(from, to);
    physicsWorld->rayTest( from, to, result );
 
... //  use result here

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