451 reputation
35
bio website kolenda.me
location Warsaw, Poland
age
visits member for 2 years, 4 months
seen 10 hours ago

Sep
22
comment X, Y, Z rotation around camera
How do you rotate and draw your objects right now? Give us some code.
Jul
25
awarded  Yearling
Jun
5
comment Textures selectively not applying in Unity
No problem, I'm glad I could help.
Jun
5
answered Textures selectively not applying in Unity
Jun
4
answered Technical differences between square and hexagon for a grid?
Jun
3
comment Stop animation playing automatically
There seems to be some problem with Mecanim animations, try this solution: forum.unity3d.com/threads/… (I didn't test it personally)
Jun
2
answered Stop animation playing automatically
May
28
comment Unity falling body pendulum behaviour
I'm afraid your pendulum may lose energy too fast with this approach. Let us know if you have such problem.
May
28
comment Change players state and controls in-game
This should be the simplest solution but you can also try to just replace a mesh in MeshFilter and material in MeshRenderer. Going this way you'd need to put all Human/Birds animations into your object, but I'm not sure if it won't make any problems - just an idea to test.
May
28
comment Change players state and controls in-game
Two objects should be enough: 1. A Human, with anims like walk, shoot, change to birds. 2. Birds, with anims like: fly. On changing Human->Birds you run anim 'change to birds' and when it ends you replace an object. On changing Birds->Human you replace the object first, set the anim to the end and run it backwards.
May
28
answered Change players state and controls in-game
May
27
answered Child object free movement on Parent object
May
27
answered Algorithm for optimal control on space ship using accelerometer input data
May
21
comment Transforming Normals in Bump Maps
I think that trying to compute it in one pass, with gradient equation will be much more work to your GPU and it can result in random reads, cache misses etc. But it should be quite fast and simple if you compute your height in one pass and then compute gradients from height.
May
21
comment Transforming Normals in Bump Maps
How did you compute your first normal map and why can't you do the same for the 2nd one? And for smoothing your normals it should be enough just to scale down your noise values.
May
21
answered What is the simplest algorithm or pattern to continues ground/Floor
Apr
2
comment Radiosity: Integrating Hemicubes
I think you shouldn't think of color but the energy. If you have a white wall in your room, that doesn't burn your skin with the reflected light, so what is the color of sun on the desert? OTOH if you say that sun is white, like (1,1,1), then your wall shouldn't be brighter than (0.1,0.1,0.1), which is in fact dark grey.
Mar
26
comment Radiosity: Integrating Hemicubes
That's what I said - black pixels doesn't contribute directly to the result, but each black pixel means the 'lack' of white pixel at this point. So the more blacks you have - the smaller is the result. Maybe you should try to use floats and make the 'sun' much brighter?
Mar
25
comment Why am I getting the wrong color with alpha blend enabled?
I'm glad you managed it. And never forget about your normals, even if you render pseudo-2D things like lines or fonts :) .
Mar
25
comment Why am I getting the wrong color with alpha blend enabled?
What do you mean by drawing solid color with alpha blending? I don't get it. And what are the colors and normals of your line ends? I think the problem might be here.