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  • 0 posts edited
  • 1 helpful flag
  • 14 votes cast
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.
Aug
6
accepted Smooth decelerate, interpolation?
Aug
6
comment Smooth decelerate, interpolation?
OK I finished my implementation (it's a virtual surface that pans and "bounces", kind-of like a mobile phone or slate surface) and it works great. Prefer the powf function to sqrt however. Thanks a lot.
Aug
6
comment Smooth decelerate, interpolation?
Thanks. Do you mean multiply subtract (decelerate) by sqrtf(t) * velocity?
Aug
5
asked Smooth decelerate, interpolation?