| bio | website | thundordan.deviantart.com |
|---|---|---|
| location | ||
| age | 24 | |
| visits | member for | 8 months |
| seen | May 5 at 13:07 | |
| stats | profile views | 9 |
Half designer, half programmer. Which means, half stupid at both...
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Mar 16 |
awarded | Tumbleweed |
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Mar 9 |
revised |
Check if Pawn is colliding with anything (UDK) explained why would one need such a check |
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Mar 9 |
asked | Check if Pawn is colliding with anything (UDK) |
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Nov 15 |
accepted | UV texture mapping with perspective correct interpolation |
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Nov 15 |
comment |
UV texture mapping with perspective correct interpolation I can understand both sides of the argument here. My reasoning was: 1). Having nice frameworks doesn't mean we shouldn't try to understand how game engines work at their core. And 2). It appears to me that there are more people experienced in shading/texturing here, than elsewhere. Also, this topic is not covered very well on the internets, so questions like this are often helpful. Not to mention, if there are tags for it, then it's on topic ;) |
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Nov 15 |
revised |
UV texture mapping with perspective correct interpolation updated with solution/clarification |
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Nov 15 |
comment |
UV texture mapping with perspective correct interpolation See, checking for floating point errors would have been one of the last things I would have thought of. (And as it turns out, it's not the cause of my problem, but) It's very useful that you've pointed this out. I'll be more careful with my long and "weird" floats. |
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Nov 15 |
revised |
UV texture mapping with perspective correct interpolation updated with solution/clarification |
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Nov 15 |
comment |
UV texture mapping with perspective correct interpolation So it seems that it is impossible to wrap a texture around a cube, unless you store UV information on a per-triangle basis. 8 points of uv data aren't enough: itu.dk/people/tdbe/webStorm/rasterizer_sandbox/index.html |
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Nov 15 |
comment |
UV texture mapping with perspective correct interpolation Why yes, it is homework! Well, sort of, I'm not really required to implement all this. There's no course info to follow, so I'm pretty much sailing the internets. Can't believe how blind I was last night, got confused by those bleeding edges. You are completely right. |
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Nov 15 |
asked | UV texture mapping with perspective correct interpolation |
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Oct 4 |
accepted | Depth interpolation for z-buffer, with scanline |
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Oct 4 |
comment |
Depth interpolation for z-buffer, with scanline You know, I read quite a few articles and courses, and none of them were quite as clear as your answer. For posterity, I will also note that "The letters "U" and "V" denote the axes of the 2D texture because "X", "Y" and "Z" are already used to denote the axes of the 3D object in model space. UV texturing permits polygons that make up a 3D object to be painted with color from an image." - Wikipedia - UV Mapping |
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Oct 4 |
revised |
Depth interpolation for z-buffer, with scanline updated my question, partially solved the problem |
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Oct 4 |
revised |
Depth interpolation for z-buffer, with scanline deleted 110 characters in body |
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Oct 4 |
revised |
Depth interpolation for z-buffer, with scanline added 40 characters in body |
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Oct 4 |
revised |
Depth interpolation for z-buffer, with scanline added some output from my code |
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Oct 4 |
revised |
Depth interpolation for z-buffer, with scanline Made myself more clear about what I do in the zBuffer, in response to Altruis's comment. |
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Oct 4 |
comment |
Depth interpolation for z-buffer, with scanline That is correct. Sorry, It was late when I worded my question. I will revise. |
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Oct 3 |
asked | Depth interpolation for z-buffer, with scanline |