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| visits | member for | 2 years, 3 months |
| seen | Apr 26 at 17:34 | |
| stats | profile views | 52 |
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Aug 19 |
revised |
How does one escape the GPL? added 127 characters in body |
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Aug 19 |
answered | How does one escape the GPL? |
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Jul 29 |
comment |
Low dexterity game development In addition to the resources that should appear as answers, consider having a look at how isometric RTSs like the Command and Conquer series are implemented? The jump between 'isometric view' and 'isometric grid' in these games I feel would be very small. A grid with a sufficiently low resolution would be navigated almost as if it were part of the menu but very little in terms of gameplay would be lost. |
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Jul 16 |
comment |
How do I render .dae models? +1. I have written a COLLADA importer before and my only advice on it is: don't. Even if all you ever want to import is COLLADA, get ASSIMP because their resultant DOM is simpler than that of a COLLADA scene, and they have post-processing optimisations built in. If you re-he-he-he-heally want to process the DAE yourself, skip the parsing stage and go straight for one of the classes produced by XSD.exe then at least you can use Intellisense to help navigate that maze! |
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Jun 25 |
comment |
How can I view an R32G32B32 texture? I may be being a little dense but why can you not get the contents of the texture (by mapping it, or copying to staging resource), then bit-bang the raw content into a block of memory, process the pixels from R32R32R32 into U8U8U8 then just use that block as the source for a bitmap then view and save this? |
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Jun 21 |
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I can't figure out how to animate my loaded model with Assimp @AlexanderGessler, Thanks! Not at all, go ahead - I'm glad after writing all that it is of use :) |
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Jun 11 |
awarded | Popular Question |
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Jun 7 |
revised |
What is the simplest way to render video into memory (for drawing to a texture) in .NET? added 137 characters in body |
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Jun 5 |
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What calls trigger a new batch? There is some excellent information here, thank you very much. |
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Jun 5 |
accepted | What calls trigger a new batch? |
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Jun 5 |
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What calls trigger a new batch? Thank you, this is very helpful! |
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Jun 4 |
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What calls trigger a new batch? @Nock - I had in my mind a constant buffer since that is most likely to require change in content between objects. |
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Jun 4 |
asked | What calls trigger a new batch? |
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May 23 |
comment |
Could someone explain why my world reconstructed from depth position is incorrect? @yuumei; I believe so as they are written by the pipeline which includes the perspective divide. My implementation was in OpenCL but there should be no need to use an interim buffer, you just need to pass in the camera properties which were used to generate the picture plane your depth values are in. |
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May 22 |
answered | Could someone explain why my world reconstructed from depth position is incorrect? |
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May 6 |
answered | What is the simplest way to render video into memory (for drawing to a texture) in .NET? |
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May 6 |
revised |
What is the simplest way to render video into memory (for drawing to a texture) in .NET? deleted 2 characters in body |
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Apr 29 |
asked | What is the simplest way to render video into memory (for drawing to a texture) in .NET? |
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Apr 22 |
comment |
What is a simple deformer in which vertices deform linearly with control points? This has the best results of anything I have tried so far, but this is without a proper 'physics mesh' (its just the main mesh with me culling everything with the wrong normal). Experimentation will tell how much milage this will have when I figure out how to generate the physical mesh... (At least this application of it should be an interesting write-up if I ever get it to work! ;)) |
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Apr 22 |
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What is a simple deformer in which vertices deform linearly with control points? @teodron, Thanks for that link! (to anyone else, remove the ] at the end of the url to read it) Those results are a lot more impressive than previous papers' use of vector fields. I am understanding more and more just what the scope of this subject is as I research it for my problem. At the moment I calculate the inverse of the proportion of each distance, to the sum of the distances of the control points to the vertex, then normalise the results to get the weights. |