Jump to content

  • Log In with Google      Sign In   
  • Create Account


x6itru

Member Since 26 Dec 2012
Offline Last Active Jun 18 2013 01:22 AM

Posts I've Made

In Topic: Assimp issue

13 May 2013 - 10:07 AM

hm it displayed correctly in my engine, and i cant find error in your code o.0 only thing im not sure is flag "aiProcess_SplitLargeMeshes" maybe it just not working? 

I think you can just get correct indices and vertices count for each part of mesh, and draw it via separate drawcall tongue.png


In Topic: Assimp issue

13 May 2013 - 07:56 AM

I can check it in my application, just upload this .obj model if you can.

In Topic: Ugly lines on screen.

25 April 2013 - 09:25 AM

its not normal screen tearing, i've got it with enable vsync too.


In Topic: Per triangle normals generating..

30 March 2013 - 03:22 AM

Yes of course i'm setting sum to 0, can you tell me something more about per-pixel normals(almost nothing in google about that) or any other way to make it smooth?


In Topic: Per triangle normals generating..

29 March 2013 - 06:13 PM

hello again ;/

I have really strange problem with vertex normals.

result :

61885384.png

code for compute vertex normal :

vertexnormals.png

Result is very strange ;/ There are strange small "holes" - ofc they're from normals, terrain grid is smooth, so normals should be smooth too. ;/


PARTNERS