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seen Oct 9 '13 at 19:17

Dec
14
comment Stop a rotating object at a specified angle?
This is a great answer :)
Dec
12
comment 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?
Dec
10
comment convert orientation vec3 to a rotation matrix
Thanks Archy, this answer is also useful. I may have questions about it later :)
Dec
10
comment convert orientation vec3 to a rotation matrix
thanks sam, I have some questions about this that I hope you can comment on later :)
Jun
12
comment Bitwise operators in DX9 ps_2_0 shader
heh. Just my luck! I suppose I meant nPixel = nPixel << 8;
Jun
12
comment Bitwise operators in DX9 ps_2_0 shader
Ironically, the <<8 works, but the x |= y does not. thanks for that though!
Jun
12
comment 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.
Jun
12
comment 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.
Jun
12
comment 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
Jun
12
comment How can I get the front buffer into a texture on the GPU?
I've updated my original question to include more information about what I'm doing.