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Vanderry

Member Since 23 Jul 2009
Offline Last Active Feb 05 2014 12:22 PM

Posts I've Made

In Topic: Indexing multiple VBOs

05 January 2014 - 04:48 PM

Thank you guys for the clarification. It seemed strangely difficult to find a clear answer elsewhere, but this makes me confident to continue my research. Saludos !


In Topic: C++ encapsulation

25 December 2012 - 01:12 PM

Ah, I never considered the similarity to that technique. Cool, then there's some established justice to complicate things a little :)


In Topic: Texture transition

26 May 2011 - 02:20 PM

Guess I should use glMultiTexCoord2f() instead. Now to fix that darn lighting... :P

In Topic: Texture transition

26 May 2011 - 12:35 PM

Blending yes, but not necessarily on the render target. Have a look at texture combiners.


Interesting... Although when I try out the "Blend tex0 and tex1 based on a blending factor you supply", all my polygons turn out mono-colored and the lighting is gone. Did I mess up or miss some render state change?

In Topic: Extracting transformation from box mesh

13 May 2011 - 05:08 PM

It sounds like you have it right. First you'll need to pick three mutually perpendicular edges that together have a positive determinant/triple product; if you know the order of the vertices, you should be able to draw an image with each vertex labeled, and then choose the edges appropriately.

If the transform is intended to be applied to the unit cube (1x1x1), then you should be able to simply load these vectors into the first three columns of the matrix (assuming column vectors are being used), as you described. The box position would then be stored in the fourth column.


I've been pondering this solution for some time now but doubted it due to uncertainties like the the edge-column relationship (and the general messiness of rotation matrices). Since the matrix will indeed be applied to a unit cube it makes sense now that the order won't matter. Thanks jyk for helping me believe ! :)

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