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  • 0 posts edited
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  • 14 votes cast
Dec
14
awarded  Popular Question
Nov
27
awarded  Yearling
Nov
10
comment Oriented Bounding Box - How to?
It doesn't. Just want to put a keyword in there that corresponds to the actual meaning in the context of the code fragment.
Nov
10
comment Oriented Bounding Box - How to?
Not sure this is quite right. The 3 vectors are what's known as the Orthonormal Basis of the orientated box. Effectively the local coordinate system.
Jul
23
awarded  Popular Question
Jun
26
revised Equation for exponential deceleration so the objects “stops” at destination
deleted 1 character in body
Jun
26
answered Equation for exponential deceleration so the objects “stops” at destination
Jan
27
comment Tiled Rendering - Projection matrix
I still don't quite get it though. I set my viewport to cover the area of the texture I'm rendering to.
Jan
27
comment Tiled Rendering - Projection matrix
Yes, I've got my own implementation of glFrustum (and glm has one too).
Jan
26
answered Tiled Rendering - Projection matrix
Jan
26
comment Tiled Rendering - Projection matrix
Ok thanks byte. Will compose an answer.
Jan
26
awarded  Citizen Patrol
Jan
26
comment Tiled Rendering - Projection matrix
Found an answer on stackoverflow (datenwolf's answer).
Jan
26
comment Tiled Rendering - Projection matrix
Thanks for this. I tried making the above and multiplying the projection matrix by it and got a weird fish-eye projection. So where do I perform the multiply? My shader is vec4 position = Model_WorldView * vec4(attrib_Position, 1.0); gl_Position = Camera_Projection * position;
Jan
24
awarded  Curious
Jan
23
revised Tiled Rendering - Projection matrix
Added some information
Jan
23
comment Tiled Rendering - Projection matrix
Oh thanks for that. Haven't come across those terms before.
Jan
23
asked Tiled Rendering - Projection matrix
Sep
24
awarded  Autobiographer
Aug
6
comment Smooth decelerate, interpolation?
Thanks for this.