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DAVco

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  1. Nobody can provide even a starting point? The method it's-self is the same as the one used here [url="http://www.lighthouse3d.com/tutorials/view-frustum-culling/clip-space-approach-extracting-the-planes/"]http://www.lighthouse3d.com/tutorials/view-frustum-culling/clip-space-approach-extracting-the-planes/[/url] except that I am not using the fixed-function pipeline (I assume that, even if I were using the fixed-pipeline, that the Model component of the ModelView matrix would be identity anyway?)
  2. Applying the algorithm to just the Projection matrix (i.e. model and view matrices are identity) I get the Near and Far planes returned as the following; Far: normal[0,0-1], distance 1 Near: normal[0,0,-1], distance -0.3328891 Can someone tell me if these seem correct? Using the algorithm with just the Projection Matrix should return the planes in View Space (camera space) When multiplying in the view matrix, all the plane normals seem to point towards the origin, rather than towards the desired center of the frustum...
  3. Hello, I have been grappling with the [url="http://www.cs.otago.ac.nz/postgrads/alexis/planeExtraction.pdf"]Hartmann/Gribbs method of extracting the Frustum planes[/url] for some time now, with little success. There doesn't appear to be a "definitive" topic or tutorial which combines all the necessary information, so perhaps this can be it First of all, I am attempting to do this in C# (For Playstation Mobile), using OpenGL style Column-Major matrices in a [url="http://i.msdn.microsoft.com/dynimg/IC155562.gif"]Right-Handed coordinate system[/url] but obviously the math will work in any language. My projection matrix has a Near plane at 1.0, Far plane at 1000, FOV of 45.0 and Aspect of 1.7647. I want to get my planes in World-Space, so I build my frustum from the View-Projection Matrix (that's projectionMatrix * viewMatrix). The view Matrix is the inverse of the camera's World-Transform. The problem is; regardless of what I tweak, I can't seem to get a correct frustum. I think that I may be missing something obvious. Focusing on the Near and Far planes for the moment (since they have the most obvious normals when correct), when my camera is positioned looking down the negative z-axis, I get two planes facing in the same direction, rather than opposite directions. If i strafe my camera left and right (while still looking along the z axis) the x value of the normal vector changes. Obviously, something is fundamentally wrong here; I just can't figure out what - maybe someone here can?
  4. I've recently been trying to dig up any technical information on how exactly the "Strategic Zoom" is implemented in Supreme Commander. I'm guessing that the game uses a layer-of-detail system with a large amount of different layers, but one developer quote I keep encountering is "it would be very hard to implement this in [Other game] because they haven't designed it from the ground up with that in mind." Scaling the terrain effectively would be the biggest challenge, I think. Even at the farthest zoom level, the map still looks intricately detailed. [url="http://www.gamedev.net/topic/405249-terrain-texturing-in-supreme-commander/"]This thread [/url]mentions that the maps in SUPCOM use Megatexturing. Does anyone have any thoughts on this? Cheers [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  5. I too am having this same problem, with no idea how to solve it. I think that maybe I'm not including the libraries correctly? Here is my configuration (vc10); Additional include directories - ../Assimp/include Additional library directories - ../Assimp/lib/assimp_release_Win32 Altering the Common Language Support properties doesn't appear to affect the issue... I am at a complete loss with this.
  6. Ah I see, Vertex Arrays and Vertex Array [i]Objects [/i]are entirely different - that makes a lot more sense! So what "state" information would be stored in the VAO? Colours, material, texture-coordinate and normal data? Should VBO's be used only to store the coordinate data of vertices?
  7. I'm having trouble sorting out the difference between Vertex Arrays and Vertex Buffer Objects in OpenGL. Tutorials on the web seem to use the terms interchangeably, which I think is incorrect? I have some notes from my programming class that state "[A VBO] is an array of (possibly interleaved) vertex attributes....can be stored in video memory." The notes also say that "[Vertex Array Objects] Despite the name, do not store vertices. Used to store OpenGL state attributes. May contain a reference pointer to a VBO." As far as I understand, a VBO holds geometry data (Vertex coordinates, Texture coordinates, Vertex colour, Material, etc) and may be stored on the graphics hardware, rather than in main memory. So my question is, what is the function of a Vertex Array Object? Thanks in advance