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comment How do I compute the point of a triangle-ray intersection?
@Anko kind of true, but on the other hand, cameras are not well approximated by a point if you want to avoid front plane clipping glitches; if you're doing true 3D movement in a 3D world, you end up having to do approximate something bigger than a point eventually.
Jan
21
answered How do I compute the point of a triangle-ray intersection?
Jan
21
comment How do I compute the point of a triangle-ray intersection?
Have you Googled "ray triangle intersection"? Ray will likely get more hits than vector, and there are lots of articles and sample code out there.
Dec
21
awarded  Yearling
Dec
17
accepted Can you have shader variables that vary per primitive?
Dec
17
comment Can you have shader variables that vary per primitive?
And while it doesn't work portably right now in webGL, instancing has started to appear on Chrome as an extension.
Dec
15
comment Dynamic Terrain Triangulation
@Vallentin it just occurred to me that in my video my cylinder has a lot of slices to make it really quite rounded, and I move it slowly through the other shape, splitting and splitting liberally. Both these contribute to why just my example over-splits. If you go to the csg.js page evanw.github.io/csg.js there's an interactive demo where you can see how messy simpler meshes get from single ops.
Dec
15
comment Dynamic Terrain Triangulation
@Vallentin not in csg.js, but CSG is a big subject. Once you've ported csg.js BSP approach and you have a correct working version, perhaps then you can profile it and decide if you want to run 'mesh decimation' and/or mesh smoothing passes after bangs or if you want to investigate faster CSG algorithms.
Dec
15
asked Which parts to draw in an infinite world?
Dec
15
answered Dynamic Terrain Triangulation
Dec
13
answered Triangulating a point mesh at runtime
Dec
13
comment Masking away part of image with mesh
I would be surprised if shrinking the image in memory - reallocating it smaller - would be a good tradeoff. If at the start of the game you have all the memory needed to load all the images (and you do; memory is big enough to hold many many screenfuls of images!) then what purpose does reallocating images to make them smaller do?