| bio | website | |
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| visits | member for | 7 months |
| seen | May 6 at 20:10 | |
| stats | profile views | 3 |
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May 1 |
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How to seamlessly texture a cube in OpenGL I suspect that the issue is with how the texture and the uvs in the .obj have been generated with blender, so I am going to look into this process further. Thanks for the help! |
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Apr 28 |
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How to seamlessly texture a cube in OpenGL I thought so too at first, however the remaining area of the texture is white. The generated UV .png created by blender has a grey edge around each of the squares, which I've filled with a colour. The issue is that the grey/black edges show up on the cube in opengl. I've tried filling in the edges with each colour, but they overlap and some sides will end up with the other sides colour on it. |
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Oct 15 |
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Fast, accurate 2d collision I've got a fast and accurate collision system up and running, just as I needed! As per the outlined steps, I created a grid and only check per grid square, if it contains a collidable object I use bounding box and if this passes I do pixel detection using a 1kb collision image stored in a collection that I access using a unique key generated based on the current grid square. Thanks again for the help! |
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Oct 14 |
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Fast, accurate 2d collision This is great, thanks so much! I'll be sure to post code once I've got something together. |
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Oct 14 |
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Fast, accurate 2d collision Thanks for the replies. Would I then only check for collision when the player attempts to move into a grid square? Would storing and and checking against this grid be faster than calculating where nearby obstacles are? Is pixel checking the only way to solve the collision after the grid step, I had heard that it is terribly slow compared to other methods. For the 1/2 1/4 /1/8 versions, would I store that as a separate array and check against it once true has been returned from the grid array? |