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visits member for 1 year, 9 months
seen Jun 3 at 12:10

Jul
2
awarded  Curious
Jan
21
awarded  Popular Question
Nov
16
awarded  Popular Question
Sep
20
answered Using different shaders on the same model at runtime
Aug
15
awarded  Tumbleweed
Aug
8
comment About Octrees Usage
The examples I found used to separate by vertexes, so I'd sent pointers to array of vertexes that will be contained in the Cube. I thought you had to get the max XYZ values from each cube to get it's "center" position and boundaries for easier collision checking. But if it's just about entities then it's not as small as I thought I had to go, and means I can divide the area of my world in sections. I'm still unsure about #2 though, using Skyrim or WoW as example, does that means the entire game is in memory during play, but only a portion of it is shown?
Aug
7
asked About Octrees Usage
Aug
6
asked Game Scene Manager
Apr
9
accepted Multiple Textures in Shader?
Apr
9
comment Multiple Textures in Shader?
If I can't get any dynamic allocation, how is the lightning done when I have multiple light sources? Currently my lightning code only has a single "omni" light calculation, but I'd like it to be able to handle n directional lights...
Apr
9
asked Multiple Textures in Shader?
Apr
7
asked Creating the Animations in C++ from 3DS Max
Apr
3
asked Shaders and Performance
Mar
10
asked Setting Up GLEW with VS2012
Mar
9
accepted When do I use VBO?
Mar
9
comment When do I use VBO?
Hmm I'm really changing the model vertexes for translation/rotation/scaling/animations so I guess I have a bunch of (re)work to do... though I'm really more worried about having to change my code to remove the "Vertex" class and use a float array instead for VBOs (so I don't have use twice the memory for vertexes). Thanks for the info!
Mar
9
asked When do I use VBO?
Mar
5
awarded  Supporter
Mar
5
accepted Camera Math for Directions
Mar
5
comment Camera Math for Directions
I don't use the radius value, the speed and limitations on the angles I'm looking I'm limiting it already in the code. So I just added the cos(rotationY) and multiplied it for the Z direction and it worked perfectly! Thanks!