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public void getInput(int delta) { if(Keyboard.isKeyDown(Keyboard.KEY_A)) camX-=1; } Is usually: float camX; float speedPerWholeSecond = 1; public void getInput(float fractionalElapsedSeconds) { if(Keyboard.isKeyDown(Keyboard.KEY_A)) camX -= (speedPerWholeSecond * fractionalElapsedSeconds); } This calculation is made FrameRate ...


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You just forget to enable vertex attrib with glEnableVertexAttribArray before calling glVertexAttribPointer int vertHandle = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertHandle); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexBufferVAO, GL15.GL_STATIC_DRAW); **GL20.glEnableVertexAttribArray(0);** GL20.glVertexAttribPointer(0, 3, ...


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The way I solved this a long time back (I forgot about this question entirely until now), was that I just basically checked if the boxes intersected, because the rotation was just for a first person camera. So it only would have effected the viewport and movement code, the actual collision was just checking for an intersection. Basically, it was just me over ...


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Your basic OBJ, or Object Wavefront file only contains geometry data - vertices, normals, texture co-ords, and optionally material data in an second file. It does not contain any sort of skeletal structure or motion data. Collada on the other hand contain both geometry data and optionally skeletal structure and motion data, along with scene information (eg ...


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Thanks to @WolfgangSkyler for his answer (and also @Byte56 for his generous bounty), the problem was resolved yesterday by following your advice. This would not fit into a comment and I want to share further information about how the issue was resolved, but - of course - I will not un-accept WolfgangSkylers answer, just add to it. So now, as promised, what ...


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first you transform the cannon ball into the coordinate space of the ship. Then you act as if you want to add the ball's model to the octree and step down through the nodes. If the ball straddles a boundary line then go through both sides. Once you get into a leaf not then there is the bucket with faces to test with.


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So with your provided problem image, the problem is that the top side of the quad is being affected, while the right side is supposed to have the majority of the effect? Is that correct? If that's the case then the problem is that your passing the wrong values to your ZHandler.getz function. Your code, from what I'm seeing, is: glTransform glBegin ... ...


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Turns out to have been caused by a lwjgl bug I reported here.



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