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Member Since 17 Apr 2004
Offline Last Active Yesterday, 09:18 PM

Posts I've Made

In Topic: 2d Picking with overlapping, transparent images

11 April 2015 - 09:04 PM

Another faster way you can do it is that as you project the point and checking if a point is withing an object bound. Just keep track of the smallest value. Then once you are done you can map that smallest value to a map. Kind of like map<int,object>. I hope this make sense to you otherwise I can post some sample code to show you what I mean.

In Topic: 2d Picking with overlapping, transparent images

11 April 2015 - 09:02 PM

you create a collision map that map whether a point is part of an object or not by first projecting the point on each plane of the objects that you are interested in. Then when you are done you can do distance check and grab the one with the smallest Value.

In Topic: How to handle multiple lights?

11 April 2015 - 06:26 PM

You can either send all the lights if you know the maximum count ahead of time. Or you can render the mesh multiple time using additive blending for light 1 to n.

In Topic: Sending World, View and Projection Matrices To D3D9 Vertex Shader

20 February 2015 - 01:25 AM

@Buckeye. At the end of the day everything is store into some sort of register. I guess what he is getting at is that, he can just store them directly without using a Constant buffer which is still stored into a register at the end of the day.DirectX9 has no cocept of Constant Buffer so you need to set up directly just like you have in that other example.

In Topic: intersection of two lines

11 January 2015 - 09:53 AM

Another solution is to project the point into the line normal. Then you can check and see if that point lies withing the bounds of the line.