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ill

Member Since 18 Jul 2009
Offline Last Active Yesterday, 02:52 PM
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Topics I've Started

Question about SDL SDLK_WORLDx keysyms.

11 May 2013 - 01:23 PM

So I'm looking at the keysyms in SDL and I see a set of about 90 SDLK_WORLD... keys.  I can't seem to find any info on what these keys actually are on the keyboard.


Using DooM 3 Textures and a few models in a Master's Thesis

30 April 2013 - 05:39 PM

For my Master's thesis, I'm working on a real time visibility culling technique and I'm making a giant environment to test it.

 

The DooM 3 resources are very easy to get at since the .pak files are just a zip files.  I was familiarized with the fair use policy today and am hoping that using a few of the textures and models should be allowed as long as it's for educational purposes and I'm citing them in some way.


Binding a framebuffer but using the standard depth buffer

29 April 2013 - 04:56 PM

I've been searching for a while and seem to find no info.

 

Is it possible to bind a frame buffer object and use the standard depth buffer instead of attaching a texture as the depth buffer?  This is especially important for getting an application working on Tegra 3 chipsets since Tegra 3 seems to not support depth attachments. (WTF?!?!?!) and the standard depth buffer would do just fine for our current application.


Random number generation

23 March 2013 - 03:48 PM

//why not use random integer code instead of using the random float code to generate a random integer?!?!
int roll = (int) floor(glm::linearRand(1.0f, 7.0f) + 0.5f);

//why not say someValue = roll - 1
if (roll == 1)
	someValue = 0;
else if (roll == 2)
	someValue = 1;
else if (roll == 3)
	someValue = 2;
else if (roll == 4)
	someValue = 3;
else if (roll == 5)
	someValue = 4;
else if(roll == 6)
	someValue = 5;
else if(roll == 7)
	someValue = 6;
else
	someValue = 0;

The things I have to deal with sometimes...


Negative Scaling Flips Face Winding (Affects backface culling)

21 March 2013 - 12:47 AM

OK, so I was making an environment with modular set peices and thought I'd be clever by just negating the scale on certain objects to mirror them.

 

Only I now noticed that this causes my engine to flip the face culling on them.  With back face culling, the opposite side of the object is visible when I negate one of the axes.

 

I guess I can try to determine what face culling mode to enable based on scale.  I'm trying to figure out though, do most game engines try to allow for this and switch face culling state based on object scale or should I just make mirrored versions of my objects?

 

Also how would I reliably tell if I should front face cull or back face cull?  I see that one axis being flipped causes this face culling flippage.  Is face culling flipped with odd axis numbers, or any flipped axes?  I tried searching for the pattern for this, and I can't find a reliable way to check the face culling mode based on scale.  If no one has an answer I can try to spend some time experimenting.


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