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visits member for 2 years, 9 months
seen Jun 8 '12 at 12:59

May
1
asked Correct order of operations when enabling/disabling Cg shaders in OpenG
Oct
9
awarded  Supporter
Oct
9
accepted Manipulating a free camera
Oct
9
comment Manipulating a free camera
Yep, this works brilliantly, thanks. What I actually ended up doing was adding a CreateRotation(float pitch, float yaw, float roll) function to my matrix class and in there I calculate the axes for each ie: Vector3 xAxis = Vector3::UNIT_VECTOR_X * pitch; then calculated the arbitrary axis and rads as you suggested and called my CreateRotate(arbAxis, rads) etc.
Oct
8
comment Manipulating a free camera
This sounds about right for what I need, cheers. I'll give it a try when I get home later. Presumably using this method I wouldn't need to use CreateLookAt() because I'd just be multiplying the view matrix by the rotation matrix generated each frame?
Oct
7
comment Manipulating a free camera
So you mean alternate which axis I rotate each frame but only actually rotate one of them? That seems a bit messy.
Oct
7
asked Manipulating a free camera
Oct
5
awarded  Scholar
Oct
5
accepted Should I batch up debug primitives for rendering in modern OpenGL?
Oct
5
awarded  Student
Oct
4
comment Should I batch up debug primitives for rendering in modern OpenGL?
I'm not wanting to use immediate mode at all as it's been deprecated. At the minute I've replaced immediate mode so that on a call to say DrawDebugCube() it creates the vertex buffers, populates them with data, renders them and then deletes them. What I'm thinking of doing is having DrawDebugCube() just create the buffers and populate them. Then all of the debug prims that have been buffered get rendered all at once later on.
Oct
4
asked Should I batch up debug primitives for rendering in modern OpenGL?