New answers tagged

0

I am pretty sure the attribute should bind to the current buffer so there is no reason to be redoing this business with the attributes every frame unless you rebuild the buffer every time.... So you should probably do it one way or the other - either leave it be or rebuild the whole thing every frame.


0

Double click on the Normal texture inside UE4 and expand the Texture rollout. Below the X-axis and Y-axis Tilting Method drop downs you'll see a check box for "Flip Green Channel". Tick this off and hit save. If this Doesn't fix the problem for you, then the issue isn't with your normal map but with the mesh normals. If this is the case then inside Blender ...


0

I'm not sure if this is the answer that you are looking for as I could use some more specifics, however, the best way to actually go about animating a jump animation is to break it into 3 parts; the "Jump Start", the "Jump Loop" and the "Jump End". The Jump Start is where the character is animated jumping into the air, the loop is the movement he makes ...


0

You're stuck in a bit of a predicament using an older engine like DarkBasic. The problem as you've already described yourself, is that you can't afford to make the skydome bigger. The reason the trees are popping, you already know, is that they are clipping through the geometry of the skydome. If you cannot make the skydome bigger, there's not much you can ...


0

You need to be careful, wavefront files and gpu does not works the same, in the file, you can have a missmatch of indices between position, texcoord and normal because they can be reuse differently. Extreme example, a cube with a texture per face only need 8 point values, 4 texcoord values and 6 normal values. Now, on the GPU, a vertex need to be a full ...


1

STL doesn't export coords so there isn't a work around. Unless the program exports directly to obj (I'm guessing it doesn't hence the workaround) or you can export the coords in another format, you're stuck having to redo the unwrap yourself. https://en.wikipedia.org/wiki/STL_(file_format) "STL files describe only the surface geometry of a three-...


0

Absolutely. The key to using the same animations on multiple characters is to ensure that all of the characters use the same skeleton. This does tend to limit you in some ways, for example your characters will all have to be the same height and proportions (i.e. same length limbs) however its quite easy to have some characters be heavier or lighter than each ...


1

Your question needs re-phrasing. SDL and OPENGL are two different technologies so to speak. Also, this question will lead to opinions instead of facts Wikipedia says: Simple DirectMedia Layer (SDL) is a cross-platform software development library designed to provide a low level hardware abstraction layer to computer multimedia hardware components. Open ...


4

I have little experience using Unity directly, but I've been a level designer for years and a much easier approach rather than worrying about cutting holes into your terrain is to simply build up a C shaped ridge in your terrain for the size of your cave and then cover it with rock meshes to give it the illusion of a cave. Another approach is that you ...


2

glMatrixMode(GL_MODELVIEW); glDisable(GL_LIGHTING); gluPerspective(50, 1.33, 1, 1000); gluLookAt(3, m_xAxisLocation, 4, 0, 0, 0, 0, 1, 0); This kind of thing is generally wrong. What've you've done here is set the active matrix stack to the model-view stack; this is responsible for generating the matrix transform that will bring your rendered geometry into ...


0

I haven't thought about this for too long. But it seems fairly simple. I assume you know what the modelViewMatrix is. This 4x4 matrix transforms coordinates (points) from world space to camera space. There is a similar matrix called the normalMatrix that transforms vectors (usually normalvectors). It does the same as the modelViewMatrix, but skips all ...


2

Yes. Modern 3D graphics use a per-fragment (essentially, per-pixel) depth buffer to handle these scenarios correctly. Rendered geometry (your person, your windmill arm) passes through the transformation pipeline, ultimately arriving in screen space with a screen space depth (distance from the eye point) for every vertex. That depth is interpolated over the ...


0

This answer is actually my implementation of the answer provided by @DMGregory above. For the most part, I found that answer worked very well, so I thought it worthwhile to post some SceneKit code. Before I do, here is an image showing what the answer provides as a result. It's definitely not perfect, and as @DMGregory states, it's not expected to be. ...


2

Think of your question in terms of tessellation with your sphere formed by rings. If you have a tessellation factor of 5, you will have a top cap, 2 middle sections, and a bottom cap. The bottom two tessellation ring being the 25% bottom cap and the top tessellation two rings the 25% top cap. The center is therefore one ring at the equator with a set of ...


0

If you can draw triangles, then you can technically create a 3d engine with it. However, this involves the same amount of math as you need to do OpenGL if not more. First, you need to define positions in 3 dimensional space. This is done by using 3d vectors. To render a triangle, you need 3 vectors, one for each vertex of the triangle. Now, to project a ...


4

As I mentioned above, there won't be a perfect solution here, because the hexagons that make up a Goldberg polyhedron tend to be irregular and non-congruent with each other. From one part of the sphere to another they distort in different ways. In general there's no rotation that will align a regular source hexagon with a given tile perfectly. But, there ...


1

The problem you are experiencing is called Gimbal Lock. There are some ways to circumvent this problem. One possibility is to use Quaternions. There are plenty of resources on the web about them so I won't go to deep into the details here. Quaternions are fast but not very intuitive for a 3D editor. But it is possible to convert Euler angles to Quaternions. ...


0

Typically you need to zero out any transforms before you export into an exchange format or else it's bound to go totally crazy on the other end. That could be the issue. It could also be a bug in the exporter or in how assimp reads it. File formats like FBX are very complicated and this is very common. If you export the animation/skeleton separately it's ...


1

I had the same issue when I was attempting to make a model for a UAV in Blender and import it to unreal engine. I think I recall as a solution I just redid my bone weights and it fixed the problem. Then i rotated the model to go the direction I wanted to in unreal.


0

You have to be prepared to avoid collision when the player is in dodging state even it it's not in collision / OnCollision(). Put a block like below on the Update(): if (isDodging) { Physics.IgnoreCollision(GameObject.FindWithTag("Enemy").GetComponent<Collider>(), GetComponent<Collider>(), ...


0

I would suggest calculating you distance from plane first; and then when the distance <= to the radius carry out the collision reaction. You can then alter this to calculate distance and if the distance is less that radius( which mean the object is overlapping) shift the balls position and then carry out the collision reaction.


0

I've managed to fix the pitch-freakout issue, but at this point this is pretty much 'Programming by Coincidence', as I don't understand the math well enough to know -why- my changes fix the problem. First, I get the quaternion's inverse before turning it into a view matrix. Now intuitively I'd guess this has to do with the difference between 'rotating the ...


3

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 ...


0

A uv map maps a point (x,y,z) in the mesh to a point (u,v) in the texture image. Since an image maps (u,v) to a color, the two maps can be chained, yielding a map from the mesh space to the color space. uv map color map (x,y,z) -> (u,v) -> color mesh Texture space space


2

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 ...


0

If the result in the image satisfies you, here's how I achieved it. Subsurfed the initial cube once Created a second cube and scaled it Added a boolean modifier to the first cube and chose union Selected the second cube as the modifier target object Ctrl+P Set the first cube as parent of the second so that both move together when moving the first cube Tab ...


2

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 ...


2

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. ...


1

Use an orthographic camera instead of perspective camera.


2

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 ...


0

Maya experience here. Use a plane or cube to insect with your object. Use boolean operation like UNION,difference, etc to get this.



Top 50 recent answers are included