| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 11 months |
| seen | Sep 29 '12 at 22:59 | |
| stats | profile views | 11 |
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Jul 16 |
answered | How to begin stylising a game |
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Jun 29 |
comment |
Ray Picking Problems Actually you were right. I don't know how I kept overlooking it, but totally my fault. Changing the ViewRatio makes it just run like a dream. I owe you tons. |
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Jun 29 |
comment |
Ray Picking Problems I'm glad you found the bug, but unfortunately it doesn't solve my issue. Right now, the coordinates are dead on for center screen, but the X value is off by around 3 at each side edge, and around 2 for the top and bottom edges. I feel like it has something to do with the aspectRatio, since 3/2 == 960f/640f. |
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Jun 28 |
awarded | Teacher |
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Jun 28 |
answered | How to balance this Pokémon simulator metagame by feedback? |
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Jun 28 |
awarded | Supporter |
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Jun 28 |
awarded | Scholar |
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Jun 28 |
accepted | Ray Picking Problems |
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Jun 28 |
comment |
Ray Picking Problems I'm glad it's not just me misunderstanding the concept. I feel like I'm so close I can taste it. The current formula is spot on accurate if the mouse is in the center of the screen. Unfortunately pointing at the same point in 3D space, but a different point on the window, the accuracy is off. I notice that the above algorithm, or at least the way I implemented it, doesn't use the Projection Matrix. When I tried to multiply the Modelview by the Projection, with a fixed Z to test to, my pointing to X & Y decided to go to Infinity. Am I missing something? You've already helped out so much. |
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Jun 27 |
comment |
Ray Picking Problems I tried yours too, I just can't seem to get either to work, and I don't know why. :( |
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Jun 27 |
revised |
Ray Picking Problems added 126 characters in body |
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Jun 27 |
revised |
Ray Picking Problems Updated code and response #2 |
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Jun 27 |
comment |
Ray Picking Problems I've stepped through it, and I just don't know what's going on. I'm currently using your code almost verbatim, and I'm getting a ray pointed towards the camera, instead of away. I'm editing the question again to show the updated changes, as well as my gluPerspective and glLookAt. |
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Jun 25 |
revised |
Ray Picking Problems edited body |
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Jun 25 |
awarded | Editor |
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Jun 25 |
revised |
Ray Picking Problems Updated code and response |
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Jun 24 |
awarded | Student |
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Jun 24 |
asked | Ray Picking Problems |