Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 16 Jan 2011
Offline Last Active Yesterday, 04:18 PM

Topics I've Started

Looking for a *.dds texture loading library in C++ that isn't specific to any Rende...

23 March 2016 - 04:09 PM

Hey guys, from time to time Im looking for a *.dds texture loading library in C++ that isn't specific to any Rendering API, as I have both OpenGL and D3D API supported (and planning to do a little ray-tracing as a toy).


So do you know a library that does that thing?

Games with similar "movement" like Little big Planet

23 February 2016 - 12:14 PM

In Little big Planet there are 3 tracks where you can move left or right.

Are there any games with the same "movement mechanic"?

3D Editor Transform Gizmos(Handles)

14 January 2016 - 03:25 AM

I'm about to write one of those Translation/Rotation/Scale handles, but honestly i don't know the math behind those GUI thingys.

The thing that i couldn't figure out is how do they appear with a constant size on screen? On the top of my head i would projected the target object position on a plane that is somewhere between the near and the far plane, and draw the gizmo at that point, but that won't work well with the perspective projection(EDIT: or will it?).

Another thing is to project the target object position(objPos) on the screen, and additionally project these points
objPos + (1,0,0); objPos + (0,1,0); objPos + (0,0,1) and determin how X,Y,Z change in screen space and then draw the gizmo in 2D. 

Do you guys know a trick on how to implement this esier?

GUI for tools

10 January 2016 - 12:56 PM

I currently use  https://github.com/ocornut/imgui but it doesn't work well for me. Its a bit of a pain to work with a bit more complex gui hierarchy. And to be honest I can't understand it well enough to extend it (and currently I want to avoid it).


EDIT(thanks Alberth) The libs must work on Windows, and it has to be renderer independent (as I have multiple rendering APIs).​

​What gui lib do you use for your editors and in-game tools?

D3D Debugging and Profiling..

14 November 2015 - 05:31 PM

After a few hours of profiling draw calls and getting strange numbers. I found out that the "Force on" check was set for the Debug Layer in the ​DirectX Properties menu smile.png