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8up tuotlo

Member Since 23 Jan 2014
Offline Last Active Mar 08 2014 08:55 PM

Posts I've Made

In Topic: HLSL - Billboarding a mesh

08 March 2014 - 08:49 PM

Try to do so:

 

matrix worldViewMat = mul( worldMatrixInstance, viewMatrix );
output.position = mul(skinnedPos, worldViewMat );

output.position = mul(output.position, transpose(float3x3(worldViewMat)) );

 

or this:

 

matrix worldViewMat = mul( worldMatrixInstance, viewMatrix );       

output.position = skinnedPos + mul(float4( worldViewMat._41, worldViewMat._42, worldViewMat._43, 1.0f ), worldViewMat );


In Topic: HLSL - Billboarding a mesh

27 February 2014 - 08:02 AM

Try to do so:

 

Get the transpose(float3x3(your WorldViewMatrix));

Get your mesh in local space, multiple him on this ^

And than multiple him as simple, no billboarded mesh;

 

and try to set culling mode off


In Topic: 'usp10.h' no such file or directory

25 February 2014 - 07:45 AM

http://sourceforge.net/p/mingw/mingw-org-wsl/ci/master/tree/include/usp10.h

 

maybe it helps


In Topic: multi screen help

23 February 2014 - 02:52 AM

See Multi Windows example in Microsoft directX SDK


In Topic: SharpDX - TriangleList renders antialiased but LineList renders with jagged e...

23 February 2014 - 02:47 AM

DirextX antialliasing is acceptble only for triangles no lines and points


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