Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 20 Aug 2011
Offline Last Active Private

Posts I've Made

In Topic: calculate position of plane in front of camera?

17 September 2014 - 12:53 PM



So just to be sure I should get this value which I can plugin as Y position for the transparent plane?

I think I'm missing something.

In Topic: calculate position of plane in front of camera?

17 September 2014 - 08:19 AM

for one moment I thought it worked but I'm getting strange values, but I think i get what you are suggesting and it should work, basically with the view-projection matrix I can project my waterplane where I know Y from world space to clip space and then set the y value of the transparent plane so that it aligns with the waterplane..


Do I have to consider the z position of my transparent plane here ?


btw. is clip space the same as camera space ?

In Topic: how are this effects created?

14 April 2014 - 05:48 AM

I took the screenshot from the video here : http://www.youtube.com/watch?v=MDi9hjTfRPA#t=1047


Do you think that the blue shot which is comming from the right side is also a particle system?


I read something about creating laser beams here http://codepoke.net/2011/12/27/opengl-libgdx-laser-fx/ and I was wondering if I could use the some technique for other effects like in the youtube video.

In Topic: reconstruct depth from z/w ?

19 February 2014 - 09:18 AM

ofc, just after posting this I found another error, now I just output z/w and use it in the other shader..

In Topic: get colliding face of 2 AABB's?

27 December 2012 - 05:12 AM

thanks, indeed that helped, i got a little confused reading so much stuff about SAT.


now i calculate the distance between the 2 boxes using the min and max values for each axis and take the largest distance which gives me the correct normal.


the plural of axis is axes.