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seen Jan 12 at 17:35

Oct
5
comment Rotating a child shape relative to its parent's orientation
so previousValue is not tampered with after its creation? That is correct.
Oct
5
comment Rotating a child shape relative to its parent's orientation
The only place the orientation is ever changed is via the Orientation property using the set method. There is currently nowhere else in the code that changes the orientation outside this method.
Oct
5
revised Rotating a child shape relative to its parent's orientation
added 4 characters in body
Oct
5
comment Rotating a child shape relative to its parent's orientation
I have studied your answer but I cannot get it to work correctly. I've edited the original question to show how I am using your advice in code form. However, it is not working for me and the object spins very quickly rather than rotating slowly.
Oct
5
revised Rotating a child shape relative to its parent's orientation
added 777 characters in body
Oct
4
asked Rotating a child shape relative to its parent's orientation
Aug
31
accepted Converting world space coordinate to screen space coordinate and getting incorrect range of values
Aug
30
revised Converting world space coordinate to screen space coordinate and getting incorrect range of values
added 1869 characters in body
Aug
30
comment Converting world space coordinate to screen space coordinate and getting incorrect range of values
I'm using OpenGL with C++ and DirectX for C#. I am looking to understand why the projection is not working as expected. In this case it is not producing the range of values I would be expect while the object in question is moved around inside the view frustum.
Aug
30
comment Converting world space coordinate to screen space coordinate and getting incorrect range of values
If your object's WorldPosition is outside of the view frustum, its post-projective position won't be in the -1 to 1 range. I should state that I am moving the object around inside the view frustum and the values are not in range.
Aug
30
comment Converting world space coordinate to screen space coordinate and getting incorrect range of values
I've seen the XNA version via reflection and it pretty much does the same thing. It doesn't work either with my view * projection matrix.
Aug
30
revised Converting world space coordinate to screen space coordinate and getting incorrect range of values
edited tags
Aug
30
accepted My transparent objects overwrite opaque objects depth and always draw on top?
Aug
30
asked Converting world space coordinate to screen space coordinate and getting incorrect range of values
Aug
14
revised Deferred rendering with VSM - Scaling light depth loses moments
added 1128 characters in body
Aug
13
revised Deferred rendering with VSM - Scaling light depth loses moments
added 1537 characters in body
Aug
11
comment Deferred rendering with VSM - Scaling light depth loses moments
Thanks John but I had tried that before and it does not solve the problem.
Aug
11
comment Deferred rendering with VSM - Scaling light depth loses moments
Is it possible to determine the rescaling required from the code I have provided?
Aug
11
comment Deferred rendering with VSM - Scaling light depth loses moments
I've added the methods used for calculating for the moments.
Aug
11
revised Deferred rendering with VSM - Scaling light depth loses moments
added 1302 characters in body