| bio | website | |
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| visits | member for | 1 year, 1 month |
| seen | May 3 at 0:54 | |
| stats | profile views | 9 |
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Dec 14 |
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Stop a rotating object at a specified angle? This is a great answer :) |
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Dec 12 |
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convert orientation vec3 to a rotation matrix I get that you're combining axis angle rotations around the Y & Z axes, so I understand how you've got the transformation matrix. How (if at all) would the calculations for c1, s1 and c2, s2 change for rotations of vec3(0,1,0) around the x and z axes? |
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Dec 10 |
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convert orientation vec3 to a rotation matrix Thanks Archy, this answer is also useful. I may have questions about it later :) |
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Dec 10 |
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convert orientation vec3 to a rotation matrix thanks sam, I have some questions about this that I hope you can comment on later :) |
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Jun 12 |
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Bitwise operators in DX9 ps_2_0 shader heh. Just my luck! I suppose I meant nPixel = nPixel << 8; |
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Jun 12 |
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Bitwise operators in DX9 ps_2_0 shader Ironically, the <<8 works, but the x |= y does not. thanks for that though! |
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Jun 12 |
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Bitwise operators in DX9 ps_2_0 shader sorry, that comment was a relic. I converted those values to uints before attempting bitwise operations on them. |
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Jun 12 |
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Bitwise operators in DX9 ps_2_0 shader thanks for your help. I'll upvote your answer when I reach the required 15 rep points. |
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Jun 12 |
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Bitwise operators in DX9 ps_2_0 shader isn't there an alternative instruction to allow me to perform that calculation. I have to target dx9 |
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Jun 12 |
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Getting the front buffer into a gfx mem surface (Dx9) I've updated my original question to include more information about what I'm doing. |