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seen Jan 12 at 17:35

Aug
10
awarded  Promoter
Aug
10
comment Deferred rendering with VSM - Scaling light depth loses moments
I've added the calculation for dist_to_light to the edit. The position variable is the homogenized position calculated above.
Aug
10
revised Deferred rendering with VSM - Scaling light depth loses moments
added 651 characters in body
Aug
9
revised Deferred rendering with VSM - Scaling light depth loses moments
deleted 109 characters in body
Aug
9
revised Deferred rendering with VSM - Scaling light depth loses moments
added 111 characters in body
Aug
8
asked Deferred rendering with VSM - Scaling light depth loses moments
Aug
5
comment Sampler referencing in HLSL - Sampler parameter must come from a literal expression
That works but I end up with lots of functions with many arguments. It's a solution of sorts.
Aug
4
asked Sampler referencing in HLSL - Sampler parameter must come from a literal expression
Jul
28
comment Copying render target texture loses all depth
Yes. That is correct. My current method is to use a depth texture.
Jul
24
comment collision resolve sphere-aabb and aabb-aabb
See my edit for position resolution based on mass. The velocity formula is the same regardless of the mass. May I suggest looking at well written physics engine source code as there is a lot to cover for one question? link
Jul
24
revised collision resolve sphere-aabb and aabb-aabb
added 372 characters in body
Jul
24
comment collision resolve sphere-aabb and aabb-aabb
Update the position using a velocity. So if the above code detects a collision. Velocity = Vector3.Dot(AABB.Velocity, contact.normal) Then update the position AABB.Position += Velocity * dt 'dt' is the current elasped time for the frame.
Jul
23
revised Copying render target texture loses all depth
added 198 characters in body
Jul
23
revised Copying render target texture loses all depth
added 1626 characters in body
Jul
23
comment Copying render target texture loses all depth
This doesn't do what I want unfortunately without redrawing the entire scene. There must be a better way.
Jul
23
comment Copying render target texture loses all depth
I have found this link. I'll try that when I return from work.
Jul
23
comment collision resolve sphere-aabb and aabb-aabb
Depends what kind of collision response you require. A sliding response involves a dot product of the velocity along the contact normal. velocity = Vector3.Dot(velocity, contact.normal) Do not forget to negate the contact.normal for the opposite AABB. AABB2.Position += -contact.normal * contact.penetration
Jul
23
revised collision resolve sphere-aabb and aabb-aabb
deleted 5 characters in body
Jul
23
asked Copying render target texture loses all depth
Jul
23
answered collision resolve sphere-aabb and aabb-aabb