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It turns out that the cube map texture has to be EXACTLY square or OpenGL will break, and for some reason it doesn't throw an error when I do this, so I don't really know if this is a SOIL error or OpenGL error... EDIT: I used a different library to load textures and it seems that the texture still is black when its is not perfectly square.


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I could not find anything on this subject so I invented my own algorithm which works by iterating over and over again to find more precise results. The higher you set the iteration count, the more precise it will be. hope this helps anyone who has the same problem public Vector3 GetPointClosestTo(Vector3 p, out float result, out int curve) { // an ...


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This question will probably be closed, but I want to provide you with some pointers anyway: I have done an OpenGL implementation of that article in question, back when the geometry stage was new. It was quite heavy to do, and then I was not constrained by an existing enginge but did my implementation from scratch. The article contains everything you need ...


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I believe you should still want to use a perspective projection instead of orthogonal one, as there is still a perspective in it. There's some ways on how to achive it. One would be using a perspective projection and tweak the fov to achieve the narrow camera effect and maybe a low resolution framebuffer (OpenGL) and resize it to get a pixelated effect. ...


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Use an orthographic camera instead of perspective camera.


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If you just need it once, I'd suggest you pick up some basic knowledge of a modelling tool. It's very easy to do in Blender: Delete the cube that you start with by pressing DEL. Create an UV Sphere primitive. This will create a sphere with radius 1.0 (Note: In the lower left corner you can edit the properties (segment/ring count, radius) of the sphere ...


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This isn't really a THREE.js problem (although THREE.js may limit your options for a solution); it happens with any terrain implementation of that type. From the screenshot, it looks like you're using a regularly-tessellated grid of geometry where each vertex is mapped to a height map point. Such a grid generally generates triangles in a pattern, for ...


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Its true that .obj files contain only “one frame“. You could try a different file format like md5. It should be supported by many 3D modeling programs and it is also a text based file like the obj.



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