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Member Since 12 Oct 2009
Offline Last Active Aug 15 2016 09:16 AM

Posts I've Made

In Topic: Direct3D 11 Render Multipass

15 August 2016 - 09:16 AM



It uses ID3DX11EffectTechnique

In Topic: Textures with SDL2 + OpenGL

21 March 2016 - 01:20 PM



Thank you for your response.


Yes, I read the guide of migration but it says anything about the textures.


I found the error. I sent the nColor variable instead textureFormat i tne glTexImage2D function and now works well.



In Topic: Correct order to multiply matrices in 2D space

23 November 2014 - 01:42 AM



Thanks for your replies.


In Topic: Problem with World - View - Projection

06 April 2013 - 07:35 PM



I solved the problem! :)


I had the view matrix wrong! The components of the last vector was positive and the correct values are negative.


And the correct Perspective Matrix for the OpenGL is this:

pOut->m[0][0] = xScale; pOut->m[0][1] = 0.0f;   pOut->m[0][2] =  0.0f;           pOut->m[0][3] =  0.0f;
pOut->m[1][0] = 0.0f;   pOut->m[1][1] = yScale; pOut->m[1][2] =  0.0f;           pOut->m[1][3] =  0.0f;
pOut->m[2][0] = 0.0f;   pOut->m[2][1] = 0.0f;   pOut->m[2][2] = (zf+zn)/(zn-zf); pOut->m[2][3] = -1.0f;
pOut->m[3][0] = 0.0f;   pOut->m[3][1] = 0.0f;   pOut->m[3][2] = 2*zf*zn/(zn-zf); pOut->m[3][3] =  0.0f;


Thanks everyone!!

In Topic: Problem with World - View - Projection

03 April 2013 - 12:37 AM


Thanks for your answer everyone.

I checked a lot matrices but anything works for me.

In this page http://maniacdev.com/2009/05/opengl-gluperspective-function-in-iphone-opengl-es/ the perspective matrix is different to the other http://www.songho.ca/opengl/gl_matrix.html

I don't understand why :(

Anyway I'll check that with more detail.