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thecoast47

Member Since 03 Dec 2010
Offline Last Active Jul 13 2013 11:40 PM

Posts I've Made

In Topic: Ramer–Douglas–Peucker algorithm help

20 January 2013 - 08:26 PM

I don't know this particular algorithm, but iterating over the whole vertexList in smoothCurve() doesn't feel right. It looks like you should only iterate over the Particles between p0 and p1.

Also, vector<>.resize() accepts a default value, so you can use outPut.resize( vertexList.size(), NULL ) and get rid of the initialization loop.

thanks for the input.

Do you know any popular line/polygon simplification algorithms? 

 


*EDIT*

 

 

 

It looks like you should only iterate over the Particles between p0 and p1.

I changed it so that I only iterate through p0 and p1 and now it works completely.

Now I feel really,REALLY stupid.


In Topic: reading 24 bit per pixel bitmaps issue

05 January 2013 - 11:43 PM

I don't know the details of the bmp format, but you may want to check to see if it employs a stride in non-pow2 images, which would effect the offset of texels within the data. 'Stride' is essentially used for handling a 'padding' space at the end of each row which aligns the data to the next nearest pow2. The stride value should be either the width of the padding or else the width of a row with the padding included.

Can you post an image showing the kind of distortion you're getting?

This is what I get when i try to render a 305x298 bitmap 


In Topic: Continuous collision detection

28 December 2012 - 08:11 PM

I think you should take a look at this: http://www.mediafire.com/?3d6tk67ppq3h4lb


In Topic: MidPoint Method implementation issues

28 December 2012 - 03:12 AM

 ...But perhaps this is just a naming confusion!?

You're probably right about that.

I'm very new to numerical methods in general. 


In Topic: More question on Verlet

12 August 2012 - 03:07 PM

Take a look at hardwire's post here: http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=4&t=1952&start=15&sid=ac8f739422f0fc789578f8c84a6e5cab

In his post he explicitly describes how to implement both static friction and dynamic friction. The dynamic friction method seems to solve the problem of bodies slowly separating away from each other while also adding some nice subtle effects.

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