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Software Developer.


Feb
10
comment What's wrong with my code?
You're adding velocity to position on y, then checking to see if position + velocity > height. Perhaps set it equal to height if it's greater, ELSE add velocity, instead?
Feb
10
comment FFMPEG Opengl video rendering
Have you looked at gStreamer libraries at all? I use them at work for video streaming/pipeline work. Take some getting the hang of, but they're quite comprehensive (use FFMPEG in places too).
Feb
8
comment OpenGL, fetching the names of all uniform blocks in your program
Didn't actually know this existed. I'll look at it. Thanks :)
Feb
8
comment OpenGL, fetching the names of all uniform blocks in your program
I wasn't do it so it was faster Nicol, just because I thought it was more "correct" to enumerate them, rather than trying each one and failing if it wasn't there. Anyway, thanks very much for this.
Dec
11
comment Light following me around the room. Something is wrong with my shader!
Ok, I'll spend tomorrow playing around with those ideas. Seems some things are back to front in the pixel shader.
Dec
11
comment Light following me around the room. Something is wrong with my shader!
I will give that a go Archy. So you would finger the fragment shader as the culprit then? I've been through the vertex shader 100 times and think it's pretty tight. Fragment shader is a different matter.
Dec
11
comment Light following me around the room. Something is wrong with my shader!
In my light class I throw an exception if ConeMin > ConeMax or attenuationMin > attenuationMax.
Dec
11
comment Light following me around the room. Something is wrong with my shader!
I tried it a different way, transforming the light position and the light "look at" point into view space before then making the vector. Same result. Light follows the camera around the room :(.
Dec
11
comment Light following me around the room. Something is wrong with my shader!
Yes, the TransformNormal function takes a non-const reference and modifies the reference. It also returns the reference for ease of use. The minus sign is superfluous indeed. Not sure how that happened.
Dec
11
comment Light following me around the room. Something is wrong with my shader!
I guess I need to add a framework for visualising normals, light cones and so on, otherwise this is going to be hell to fix!
Dec
11
comment Light following me around the room. Something is wrong with my shader!
The Fragment_Light thing was an error in my editing. Transform normal simply does a matrix multiply, providing a 0.0 for the w component in the supplied vector, rather than a 1.0. All my other matrix/vector stuff is OK I think - I have unit tests to test it against the glm:: library and outputs are the same (I wrote my own math library just... because!).