255 reputation
110
bio website
location Argentina
age 23
visits member for 1 years, 7 months
seen Apr 19 at 23:23

Apr
19
comment Find closest point from an origin, in a mesh
Thanks a lot man.
Apr
19
accepted Find closest point from an origin, in a mesh
Apr
18
asked Find closest point from an origin, in a mesh
Apr
10
comment Bad interpolation with texture in mesh
@KromStern I know, meant to say that it should have been solved by using no filtering.
Apr
10
comment Bad interpolation with texture in mesh
@KromStern I think it was a mipmapping problem, solved it by using 0 mipmaps (which should have done in the first place by using filtering none, which is weird)
Apr
7
asked Bad interpolation with texture in mesh
Feb
19
accepted Ice sliding physics
Feb
19
asked Ice sliding physics
Feb
7
awarded  Popular Question
Feb
6
revised Draw character silhouette when not visible
added 3 characters in body; edited title
Feb
6
accepted Draw character silhouette when not visible
Feb
6
comment Draw character silhouette when not visible
@dsilva.vinicius I actually wanted to do that. I probably didn't explain it well enough. Still trying to figure out how to do that with my Rendering engine.
Feb
6
asked Draw character silhouette when not visible
Dec
5
comment How can I avoid applying textures to a fragment in a shader when the surface normal is (0, 1, 0)?
I am using ranges though for floating points. (betweeen .99 and 1.01)
Dec
5
comment How can I avoid applying textures to a fragment in a shader when the surface normal is (0, 1, 0)?
Thanks. It was way easier than I thought.
Dec
5
accepted How can I avoid applying textures to a fragment in a shader when the surface normal is (0, 1, 0)?
Dec
5
revised How can I avoid applying textures to a fragment in a shader when the surface normal is (0, 1, 0)?
added 63 characters in body
Dec
4
comment How can I avoid applying textures to a fragment in a shader when the surface normal is (0, 1, 0)?
@JoshPetrie Some shaders effects, inverted colors, some transparency, etc.
Dec
4
comment How can I avoid applying textures to a fragment in a shader when the surface normal is (0, 1, 0)?
@concept3d I have to render some variable-sized boxes, and I want to render the sides and bottom with a normal texture, and the top part with the same texture but with some effects. The top texture has a normal with y == 1 as it is pointing upwards
Dec
4
comment How can I avoid applying textures to a fragment in a shader when the surface normal is (0, 1, 0)?
@Basaa Using Ogre3D. No idea how. I have a material script with some textures