| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 2 years, 3 months |
| seen | Apr 26 at 17:34 | |
| stats | profile views | 52 |
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Apr 21 |
asked | What is a simple deformer in which vertices deform linearly with control points? |
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Apr 21 |
comment |
What is the most effective way to create a set of collision points for an aribitrary mesh? @Byte56, Hi, I have tried to find another version but that FTP site seems to be the only place. Google has a document viewer, maybe it will be easier to read it via that?: docs.google.com/viewer?a=v&q=cache:lK7DaJV_ogEJ:ftp://… |
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Apr 19 |
asked | What is the most effective way to create a set of collision points for an aribitrary mesh? |
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Apr 11 |
asked | What would be a good filter to create 'magnetic deformers' from a depth map? |
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Apr 3 |
accepted | What are the valid DepthBuffer Texture formats in DirectX 11? And which are also valid for a staging resource? |
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Apr 3 |
comment |
What are the valid DepthBuffer Texture formats in DirectX 11? And which are also valid for a staging resource? Thank you, that is just what I needed. I have created an R24G8_Typeless buffer with a D24_UNorm_S8_UInt DepthStencilView and a R24_UNorm_X8_Typeless staging resource. I was not aware of DirectCompute but it looks like something I definitely want to know, thanks! |
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Apr 3 |
asked | What are the valid DepthBuffer Texture formats in DirectX 11? And which are also valid for a staging resource? |
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Mar 30 |
comment |
Can I get enough experience to get an industry job just by reading books? +1 for "they're quite awful places to work at if you want to make games"; just my opinion but I think it would be far more interesting working in an indie team where you get a greater variation in the tasks you will do, than be a little cog in a giant team. I would imagine that saying "I designed the Normandy for Mass Effect" would be pretty awesome, but the more realistic quote would be "I textured that little screen you see in locations XYZ and ABC..." |
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Mar 29 |
answered | I can't figure out how to animate my loaded model with Assimp |
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Mar 29 |
comment |
I can't figure out how to animate my loaded model with Assimp Could you explain a bit better whether you want help extracting the animation from the Assimp graph or actually implementing animation. Assimp animations are stored as transforms for nodes (which can be anything - including bones) in the Animations array (scene/model level). They are straightforward to extract, but its not 100% clear if that is actually what you are asking :) |
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Mar 20 |
accepted | For normal mapping, why can we not simply add the tangent normal to the surface normal? |
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Mar 20 |
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For normal mapping, why can we not simply add the tangent normal to the surface normal? Thanks, this is very helpful! |
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Mar 20 |
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For normal mapping, why can we not simply add the tangent normal to the surface normal? Thanks for your answer, I think I will now go reread that introduction to vector maths after this mistake! |
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Mar 20 |
comment |
For normal mapping, why can we not simply add the tangent normal to the surface normal? Thank you, this makes a lot of sense as to why a 'complete' transform between the coordinate systems is needed. |
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Mar 20 |
asked | For normal mapping, why can we not simply add the tangent normal to the surface normal? |
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Feb 12 |
awarded | Yearling |
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Feb 10 |
awarded | Popular Question |
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Jan 16 |
accepted | Determine the stride of a DirectX Texture2D line? |
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Jan 16 |
comment |
Determine the stride of a DirectX Texture2D line? This is for updating the content of textures where the stride is not equivalent (due to the size) to the TextureWidth * TexelSize, so RowPitch is what I need - Thank you! |
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Jan 15 |
asked | Determine the stride of a DirectX Texture2D line? |