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May
2
awarded  Popular Question
Dec
21
comment How to store renderer vertex / index data in scene graph objects?
@davidvanbrink Who is responsible for loading your mesh data? And how is it placed into the Framebuffer?
Dec
21
comment How to store renderer vertex / index data in scene graph objects?
@Steven compile time - but I'm not looking for solutions that involve #ifdef of member variables.
Dec
20
revised How to store renderer vertex / index data in scene graph objects?
added 256 characters in body
Dec
20
asked How to store renderer vertex / index data in scene graph objects?
Nov
23
awarded  Popular Question
Oct
27
awarded  Excavator
Oct
27
revised DirectX11, how do I manage and update multiple shader constant buffers?
Fixed bullet points to not be code formatted
Oct
27
suggested approved edit on DirectX11, how do I manage and update multiple shader constant buffers?
Feb
19
awarded  Curious
Apr
23
accepted What dimensions should you use for a perspective projection frustum?
Apr
19
comment What dimensions should you use for a perspective projection frustum?
@NathanReed I think I may be confused about a couple of concepts, I was under the impression that the perspective frustum remained constant, so you needed to know it's entire bounds in advance, in order to correctly place everything.
Apr
18
comment What dimensions should you use for a perspective projection frustum?
@JosephMansfield So if you specify a FOV, how do you know the dimensions of your zNear plane? If you're laying out a scene, how do you arrange the objects? If I use glFrustum, then I know the dimensions of the zNear plane, so I know exactly where I can place my objects.
Apr
18
comment What dimensions should you use for a perspective projection frustum?
Yes, I was referring to the zNear plane / rectangle. My size was based on the comment I made on the other answer in this thread. I guess I'm puzzled by whether the FOV, or the zNear plane size is the most important thing. Should I try to enforce a zNear plane of size X by Y, or just enforce a FOV?
Apr
18
awarded  Commentator
Apr
18
comment What dimensions should you use for a perspective projection frustum?
@JosephMansfield Hi, I realise the dimensions are logical, but you don't actually know the size of the viewport, if you use gluPerspective. Unless you manually calculate it yourself. i.e. if the size is 1.47x0.83 (see comment above) then you need to know to place all your objects within that area.
Apr
18
comment What dimensions should you use for a perspective projection frustum?
Hi, I've got my own versions of glFrustum and gluPerspective, so I'm familiar with the maths, it's just knowing what dimensions to use, and if I use gluPerspective, then how do I know where to place my objects in the world? i.e. if the size is equal to 1.47x0.83 as calculated by gluPerspective, then how do I know where to put the objects?
Apr
18
comment What dimensions should you use for a perspective projection frustum?
Hi, I'm familiar with the difference between gluPerspective and glFrustum, but if you use gluPerspective, how do you know where to place your objects in world space? e.g. if you do gluPerspective(45.0f, 16.0f / 9.0f, 1.0f, 100.0f); then it results in a size of 1.47x0.83. But how would you know where to place your objects?
Apr
18
asked What dimensions should you use for a perspective projection frustum?
Jan
24
awarded  Popular Question