# Tagged Questions

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### Accounting for waves when doing planar reflections

I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending ...
206 views

### Why does matrix multiplication lead to different result if it's done on CPU, compared to GPU(shader)?

If I'm calculating a "camera space" on the CPU, by multiplying the view with the projection matrix on the CPU , and afterwards multiplying the world to the result my vertices do not pass to the pixel ...
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Short version: What can happen to the output of a vertex shader that leads to no(or very few) pixels being drawn, especially in relation to a perspective matrix. Long version: My problem refers to ...
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### Spherical to Cartesian Coordinates

Well I'm reading the Frank's Luna DirectX10 book and, while I'm trying to understand the first demo, I found something that's not very clear at least for me. In the updateScene method, when I press A, ...
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### D3DXMatrixDecompose gives different quaternion than D3DXQuaternionRotationMatrix

In trying to solve this problem, I tracked down the problem to the conversion of the rotation matrix to quaternion. In particular, consider the following matrix: -0.02099178 0.9997436 -0.008475631 0 ...
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### OpenGL matrix vs DirectX matrix

I'm working on an animation and model exporter from Maya to use within my game. Currently, models work perfectly, and animations have some issues with the joints. Since Maya works in an OpenGL ...
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### Camera not working

I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want. However, if I ...
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### simplest way of making a sphere roll in a realistic way

rather than just moving a sphere across a plane, I want to make it roll like a ball. What is the simplest way of doing this? I assume it will have something to do with the circumference of the ball ...