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seen Jul 2 at 3:05

Jun
29
comment Is the statement in Scratchapixel about transforming points correct?
I see it clear now, so there were actually typos in the paragraph. With the comments you added looks pretty much to what I was understanding with the example provided.
Jun
29
comment Is the statement in Scratchapixel about transforming points correct?
The texts passages are the two I quoted in my question. To me the example says Pworld = Plocal * M which is ok to me. However, the text quoted, seems (at least for me) saying Pworld = Plocal * inv(M), i.e. "If we transform a point P whose coords are defined w.r.t. to local-coord system with the inverse of M, we get the coords of P w.r.t. world-coord system" or paraphrasing "A point P in local-coord system, transformed with the inverse of M, gives the point P in woord-coord system". I think it should be "A point P in local-coord sys, transformed with M, gives the point P in woord-coord sys"
Jun
21
comment What is the convention for column-major order matrix transformations?
Sorry, missed it. I updated the question.
Jan
28
comment How to create custom cubemap images?
I was looking for a tutorial on creating cubemap images with some software, Blender for example
Jan
28
comment How to create custom cubemap images?
Yes, im looking for software
Dec
26
comment How to calculate reflection vector from point sprite sphere?
I am just learning about point-sprites and OpenGL in general. Even if we can cheat with the point-sprite spheres, how should I do it to account for the perspective projection? Do you know a good source that walk you through this?
Dec
26
comment How to calculate reflection vector from point sprite sphere?
So the position in the surface is sphereOrigin + N * sphereRadius? The sphereOrigin is the vertex that is the input in the vertex shader?
Dec
8
comment How do engines like Unreal relate to OpenGL or D3D?
@JaakkoLipsanen yes I see now, DirectX is a complete framework for game development (3d, audio, video, etc) and Direct3D is just the graphics module.
Dec
7
comment Rendering (rasterization / ray tracing / others)
Yey ! Thanks a lot ! This answer is straight to the point. I get it now ! I understand many things. Indeed I made my Bachelor's thesis on CUDA and then I thought using that technology on graphics and games and that's why I was searching info and there is lot of work about CUDA and rendering. Thanks again!
Dec
7
comment Rendering (rasterization / ray tracing / others)
Ok, thanks for clearing that out. Now, is it possible to implement a ray tracing algorithm while using OpenGL? I ask this because of the Unreal Engine and CryEngine, I read they use ray tracing as render algorithm but also they are built over OpenGL (for non-microsoft platforms).
Dec
7
comment Rendering (rasterization / ray tracing / others)
Ok got it. But how does OpenGL render lines, circles? What technique does it use?
Dec
7
comment How do engines like Unreal relate to OpenGL or D3D?
There's an accent missing "Et voilà" haha just joking. Thanks very much I think I was thinking right but wasn't sure so I decided to ask. Thanks a lot!
Dec
7
comment How do engines like Unreal relate to OpenGL or D3D?
Where does the physics enter? It's like I should write a physics algorithm, for instance collision algorithm and then making some circles created on OpenGL behave according to my physics algorithm?
Dec
7
comment How do engines like Unreal relate to OpenGL or D3D?
Here's part of the answer but it just bring other questions. scientificninja.com/blog/write-games-not-engines