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About Agr

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  1. Now i'm working on implementing buoyancy in my engine and having an issue with determining underwater volume for body collision shapes. I need to find volume of primitives such as sphere, capsule, cone and box clipped by a plane. I can't derive formulas myself so i'm looking for ready-made ones if they're even exsist. I tried google it first, but it doesn't provided me with satisfying results. Thanks for help.
  2. See title. Is this even possible and how if so? When i say "Frustum" i do not mean plane representation. I want to get something like this   float left,right,top.bottom,near,far; Vector3 origin; Quaternion rotation; bool parallel;
  3. So here's the question: is that even possible to generate mip levels for DXT compressed texture without unpacking whole image?
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