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Molle85

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About Molle85

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  1. Drawing game area

    Your Directional Light vector seems to be parallel to the ground, try changing it to Vector3(0,-1,0)
  2. Third person camera problem

    If it doesn't change are you sure mFollow is true?
  3. Deferred rendering and low FPS

    I'm not sure if you know what deferred shading is, or you might just have explained what you are doing badly. Anyway here's a link: [url="http://en.wikipedia.org/wiki/Deferred_shading"]Deferred_shading[/url] Stop looking at FPS and start looking at Seconds Per Frame. And that fps sounds appropriate for deferred shading.
  4. OpenGL Texture Mapping Issues

    Try flipping the texture coordinates on Y-axis
  5. GUI behavior question

    [quote name='Zotoaster' timestamp='1331117124' post='4920027'] What if you implemented your 'setScale' method somewhat like this? [code] void setScale(int w, int h) { if (!this) return; width = w; height = h; } [/code] And do the same in all the methods for your base class for gadgets. That way any other gadgets will inherit this behaviour, and simply do nothing. Just my tired brain's thoughts. [/quote] That would only make finding bugs harder
  6. You are comparing floating points without any epsilon, you might wanna reconsider that
  7. You know you've been on the computer too long, when...

    you wonder why you can't alt-tab a boring meeting/lecture
  8. You can try [url="http://www.cegui.org.uk/wiki/index.php/Main_Page"]Crazy Eddie's GUI[/url]. Also no logic should be in between the beginScene & endScene, you should only do rendering there.
  9. Velocity along the surface of a sphere

    Isn't it sufficient to just update theta and phi ? Update: theta += speed.x; phi += speed.y; pos.x = Radius * sin(theta) * sin(phi); pos.y = Radius * cos(phi); pos.z = Radius* cos(theta) * sin(phi);
  10. [DX9 C++] HLSL in windows 64bit

    open DirectX Control Panel and put D3D to use debug version.
  11. [DX9 C++] HLSL in windows 64bit

    Does it say anything if you put DX on debug ?
  12. MMORPG WINSOCK

    Don't ! Send updates when they occur, monsters are prone to idle a lot, there is no need to send updates if an entity rarely does anything.
  13. 1. Load obj 2. ? 3. Profit Don't put the render code in the load function!
  14. OpenGL Moving object in 3D space

    the camera has right, up, forward vectors, translate your object along those vectors
  15. Buffer too small, 0

    You can't read position from pixel shader, you need to send the position as an additional TEXCOORD
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