# Dan the Man

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bio website invertbits.blogspot.com location Earth age 20 member for 4 years, 3 months seen Apr 16 at 0:28 profile views 270

♦ Moderator on Blender

LMB

`<kbd>LMB ![LMB][L]</kbd>`
`[L]: http://wiki.blender.org/uploads/1/10/Template-LMB.png`

Stolen from @David :)

# 304 Actions

 Oct11 comment How does UVW texture mapping work? Question: Why isn't it called RST instead of UVW? Sep21 awarded Notable Question Sep13 revised Lag compensation of projectile shooting game grammar and spelling. Sep13 suggested approved edit on Lag compensation of projectile shooting game Sep11 awarded Notable Question Aug23 awarded Popular Question Aug11 revised How can I simulate light using mask images on the iPad? edited tags Aug11 revised How can I simulate light using mask images on the iPad? edited tags Jul9 comment Finding if a point is inside of a mesh (Point-in-polyhedron) Not necessarily. The Raycast method in Unity, has an optional parameter of distance which I set to `Mathf.Infinity`. Jul1 answered Resources for 2D rendering using OpenGL? Jun30 comment Periodic updates of an object in Unity You can't use a coroutine in the Update function. Jun30 answered Finding if a point is inside of a mesh (Point-in-polyhedron) Jun30 asked Finding if a point is inside of a mesh (Point-in-polyhedron) Jun30 comment Algorithm for creating spheres? Thanks. I got it. Jun29 comment Algorithm for creating spheres? I can't seem to get it to work. I made a new method for the GeometryProvider called `Normalize()`. When/where do you call it? Jun29 revised Algorithm for creating spheres? added 252 characters in body Jun29 comment Algorithm for creating spheres? Could you possibly give an example of that? I tried this: `vertices[i] += normals[i]`, but it gives strange results. Jun29 revised Algorithm for creating spheres? edited body Jun29 comment Algorithm for creating spheres? See my edit. That's what I've gotten to work. Jun29 comment Algorithm for creating spheres? The `.Select(i => i + vertices.Count)` doesn't work for me at all. Is it a XNA only feature?