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dpadam450

Member Since 18 Nov 2005
Offline Last Active Today, 12:48 AM

Posts I've Made

In Topic: Removing self-shadow acne

Today, 12:51 AM

What is the rest of your shader? Typically the shadow component needs to be multiplied by the light contribution (N*L) and not multiplied at some later time (like after adding ambient and what not).


In Topic: Drawing Crosshair in perspective?

23 May 2016 - 02:00 PM

Just call

glMatrixMode(GL_MODELVIEW);

glLoadIdentity();

glTranslatef(0,0,-crosshairDistanceFromCamera);

//Draw Quad

//Profit.

 

No special tricks needed. The quad will always be drawn relative to the camera in this example. Issues: what happens when your character or camera are close to a wall? The cursor will probably go through the wall.


In Topic: OpenGL Fonts Tip

23 May 2016 - 08:57 AM

 

I would say don't use NeHe tutorials for anything anymore.  They're so outdated.

I'm outdated. I'm on GL 2 still.


In Topic: VS 2015

19 May 2016 - 11:44 PM

Think I got a lead on the issue. Very well could be stack corruption.


In Topic: How can I inverse the pitch it only have the viewmatrix (OpenGL)

16 May 2016 - 10:01 AM

Well assuming tempCam matrix stores the matrix as an array of 16 floats:

tempCam[4], tempCam[5], tempCam[6] should be multiplied by -1.


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