Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 20 Jul 2004
Offline Last Active Jan 22 2014 08:53 AM

Posts I've Made

In Topic: (X)SSetConstantBuffers1 - no luck?

03 November 2013 - 04:46 AM

@MJP this sucks.

Isn't it because of AMD drivers ?

In Topic: (X)SSetConstantBuffers1 - no luck?

02 November 2013 - 01:20 PM

@migi: mentioned them in my first post.
amd 5950 card, win7, latest amd catalyst 13.9 drivers
gpu should be capable as described in d3d documentation

In Topic: memory aligned objects ?

15 July 2011 - 02:49 AM

thanks, I'll do the workaround .
however, do you consider adding this feature for the next release ?

In Topic: Minimum bounding sphere of a Frustum

30 June 2011 - 01:24 AM

Methods described by HappyCoder and David Eberly as well as the method I described in my previous post (slower), worked and gave identical results

@Postie: no I couldn't get that to work, I used barycentric coordinates to calculate circum circle of three points, and chose different set of points, but none of them gave minimum sphere of the frustum

In Topic: Minimum bounding sphere of a Frustum

28 June 2011 - 12:54 PM

@Mussi: I solved them using Maple, you should give it a try, nice app

@Owl: I have tried checking miniball algorithm out, Dave Eberly also has an implementation in his website, which is very complicated and as long as frustum has 8 verts and is symmetric I don't think I need to implement that.

@Dave, @HappyCoder
thanks guys, as long as I got HappyCoder's method more clearly, I'll try to implement that first and check the results

another method I'm currently using is that, I use barycentric minimum bounding spheres method (described here) for two tetrahedrons inside of the frustum. if indices 0~3 is vertices of the frustum's near plane, and 4~7 for far plane, I calculate one sphere for 0-2-5-7, and one for 1-3-4-6 (opposite tetrahedrons) , and merge two spheres. I think get acceptable results from this, but it's still pretty big especially for frustums with high aspect ratio (fov is high and (far-near) is small), although I don't think I can get small bounding spheres for those, because of the nature of the shape.