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seen Aug 12 at 21:07

Jan
2
revised What would be a good filter to create 'magnetic deformers' from a depth map?
added 1114 characters in body
Dec
30
answered How can I use multiple meshes per entity without breaking one component of a single type per entity?
Dec
25
awarded  Popular Question
Nov
12
awarded  Nice Answer
Oct
15
accepted Explicit resource loading in Ogre (Mogre)
Oct
15
comment Explicit resource loading in Ogre (Mogre)
Nice find! Thanks :)
Oct
15
accepted What is a simple deformer in which vertices deform linearly with control points?
Oct
15
comment What is a simple deformer in which vertices deform linearly with control points?
Great answer! This is how I ended up doing it, with the exception that the vertices of the tetrahedra moved independently (perhaps you meant the same, and I misunderstood the part about the translation of every vector by -v0) in my control mesh. I should also say for anyone interested, the weights are just the normalised distances of 'p' from v0 to v3 (i.e. the weight is the proportion of that relationship to the sum of the distances). The results are high quality and this method does everything I require esp. in my key area of feature preservation.
Sep
5
awarded  Nice Question
Aug
20
comment How does one escape the GPL?
@MSalters, See point 2.
Aug
20
comment How does one escape the GPL?
@TRiG, Evan - Right, Thank you both. I have corrected & clarified that section. (The GNU FAQ disagrees with your last point however Evan! gnu.org/licenses/…)
Aug
20
revised How does one escape the GPL?
added 51 characters in body
Aug
20
revised How does one escape the GPL?
added 14 characters in body
Aug
19
awarded  Nice Answer
Aug
19
revised How does one escape the GPL?
added 127 characters in body
Aug
19
answered How does one escape the GPL?
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.
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!
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?
Jun
21
comment 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 :)