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sobeit

Member Since 16 Jul 2009
Offline Last Active Yesterday, 11:38 PM
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Posts I've Made

In Topic: how to compile ASSIMP using vs 11

20 May 2013 - 10:45 AM

It might be useful to post the errors.

Don't mind the warnings, they are ok anyway.

the compiler says "LNK1561: entry point must be defined".


In Topic: how to compile ASSIMP using vs 11

20 May 2013 - 10:37 AM

This chart shows it should compile under VS2012 (vc11): http://assimp.sourceforge.net/main_downloads.html

 

What are you doing to get Assimp as you don't need to compile it on your own, you can just download their SDK package and link to the required libraries, this is what I did when using this library for my own use.

 

Also which version of Assimp are you using.

I'm using VS 2012, so I need to use VS 11 version of pre-compiled libraries which they do not provide yet.

I downloaded the source code of latest version.


In Topic: how to compile ASSIMP using vs 11

19 May 2013 - 11:59 PM


Personally I copy/pasted all files, including libraries, and copied boost workaround since I'm not using boost. If I remember correctly some includes needed fixing but that's all.

thanks for helping here. but I still got errors and tons of warnings. did you create a new VS project and add all header and source file in manually, including "include" and "contrib" file? can you describe the process in more detail?

In Topic: crashes at glGenBuffers, run time error says "Unhandled exception at 0x53...

29 April 2013 - 02:13 AM

The first parameter to glGenBuffers should be the number of buffers you want to generate not GL_ARRAY_BUFFER.

OMG, sorry to post such a silly question here. Thanks.


In Topic: How does shadow mapping work?

22 April 2013 - 12:50 AM

Yeah, the most straightforward way to do this is to pass your world position (which of course you have access to in the vertex shader) to the pixel shader via a TEXCOORD semantic.

 

Then in your pixel shader, you can multiply that by the View * Projection matrix of your light (so your camera's V and P matrices are shader parameters used by your vertex shader as usual, and your light's V and P matrices are shader parameters used by your pixel shader). This should get you in the same space as what you used to generate your shadow map.

but the world position in vertex shader is vertex-based, how do I know what's the world position for every fragment(or pixel)?

and what space is the xy axes of shadow map in? I think it's in window space which are all integers. but view * Projection matrix only take us to clip space right?

Thanks.


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