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Member Since 29 Mar 2005
Offline Last Active Jan 24 2014 02:48 PM

Posts I've Made

In Topic: Voice Command Recognition: State of the art?

21 January 2014 - 01:56 AM

Thanks, @wodinoneeye.


The one thing that bothers me even more than a few missed words is the mic button. I really dislike the concept, though it's necessary for unobscured recognition and is, anyway, a staple in multiplayer gaming. One more hand / finger that has to be free to press one more button seems far from ideal... that's a big part of why I want to implement voice recognition, to avoid having to remember tons of keys and key combos.


Given that there's no other practical way (that I know of) for clear recognition, I'd rather make that sacrifice and not have to deal with menu trees which are a UI abomination... or at least do so only as a fallback measure.

In Topic: So I started writing Example Programs

09 July 2012 - 06:19 AM

Having a look now at how you encapsulate your shaders, thanks for sharing.

The tutorials out there are indeed pathetic, it has to be said. It's depressing to know how many others will suffer through that stuff just to get a working shader-based app running. There are precious few good tutorials, Durian Software's and lighthouse3d's being some of the best. For anyone else using LWJGL, this was also immensely useful. I'm learning the programmable OpenGL 2.0 ES subset of OpenGL 2.1 using VBOs, and in spite of the usefulness of this approach due to its applicability to desktop and mobile and the fact that it is "modern", it's still incredibly hard to find a single, comprehensive tutorial that foregoes all the fixed pipeline cruft. The iOS and Android tutorials don't help either, as they encapsulate too much, hiding the basic OpenGL function calls from you. I had to use a few 3.0 tutorials to help me get up to speed with 2.0; fortunately the only difference was in & out vs. varying in GLSL 1.5, AFAICT.

In Topic: OpenGL perspective problem

07 July 2012 - 09:01 PM

Haha, this just helped me out too. Thanks mhagain.

In Topic: Transform matrix application order

06 July 2012 - 01:52 PM

Ah, many thanks. Updated again with the multiplication order. This should allow me to proceed. I hope you have a good weekend too Posted Image

In Topic: Transform matrix application order

06 July 2012 - 01:03 PM

Hi larspensjo,

Thanks for clarifying, I've updated the question by removing the reference to the "window" matrix.

Also could you confirm the order then, for matrix multiplication:
[source lang="java"]modelViewMatrix = viewMatrix * modelMatrix; //??modelViewProjectionMatrix = projectionMatrix * modelViewMatrix; //??[/source]

...Assuming matrix mul() ordering is thisMatrix * otherMatrix?