Jump to content

  • Log In with Google      Sign In   
  • Create Account

BlackJoker

Member Since 28 Feb 2013
Offline Last Active Jul 19 2016 01:59 AM

Posts I've Made

In Topic: Logarithmic depth buffer/Infinite far clip plane?

18 June 2016 - 01:00 AM

Hodgman

Is there any changes how I should make my intersection tests with Ray/Bounbox/etc using inverse Depth buffer?


In Topic: Correct implementation of Rotate tool for 3D

17 June 2016 - 04:34 PM

You misunderstood me. Quaternions has nothing to do with my problem, because I am already rotating with Quaternions.

My problem is that object rotation direction is not the same when manipulating it with the help of my rotation tool. 

For example if I look along +Z, then when I grab Z rotation tool and move it down, my object rotates around Z axes down (the same direction as my mouse goes), but when I rotate my camera 180 degrees and will look at the object along -Z and try to do the same as described before, my object will rotate in opposite direction to my mouse movements.

 

Hope I described my issue clear enough.


In Topic: Correct implementation of Rotate tool for 3D

17 June 2016 - 01:36 PM

Is this the only solution? Or maybe there is more elegant way of solving this problem?


In Topic: Correct implementation of Rotate tool for 3D

17 June 2016 - 11:46 AM

I want to rotate the object.


In Topic: False negative result in bounding frustum test

03 June 2016 - 02:54 AM

Finally, I have found an issue.

I found out that OrientedBoundingBox struct from SharpDX is broken and its really has nothing to do with oriented box.

So, when I update OBB, it produce incorrect results and bounding boxes placing is incorrect. That was the reason of this issue.

 

One of the possible solutions - get original BB without transformations. Then get corners and Transform coordinates with mesh Matrix and after that check with Frustum.


PARTNERS