I have third person camera in my game and I have mouse picking which works not so good. It works good only when yaw rotation is lesser than ~75 if yaw is greater than 75 then it fails.. Here is video ...
Before I used GLU.gluUnproject to calculate my picking ray in my OpenGL game. Recently I switched to my own calculated matrices, and now I can forget the gluUnproject. How can I calculate the picking ...
I'm attempting to check which object the user is hovering over. While everything seems to be just how I'd think it should be, I'm not able to get the correct color due to the second time I draw ...
Currently I am drawing a cube for a game that I am making and the cube draw method is below. My question is, what is the best way to draw a cube and to be able to easily find the face that the cursor ...
I've read so many answers on here about how to do Ray Picking, that I thought I had the idea of it down. But when I try to implement it in my game, I get garbage. I'm working with LWJGL. Here's the ...
I have written some code to preform 3D picking that for some reason dosn't work entirely correct! (Im using LWJGL just so you know.) I posted this at stackoverflow at first but after researching some ...
I am attempting to cast a ray from the center of the screen and check for collisions with objects. When rendering, I use these calls to set up the camera: GL11.glRotated(mPitch, 1, 0, 0); ...
Title pretty much says it all. I'm working on a simple 'lets get used to lwjgl' project involving manipulation of a rubik's cube, and I can't figure out how to tell which side/square the user's ...