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  • 0 posts edited
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  • 56 votes cast
Apr
29
asked What is the simplest way to render video into memory (for drawing to a texture) in .NET?
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! ;))
Apr
22
comment 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.
Apr
21
asked What is a simple deformer in which vertices deform linearly with control points?
Apr
21
comment How can I create a set of collision points for an arbitrary 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://…
Apr
19
asked How can I create a set of collision points for an arbitrary mesh?
Apr
11
asked What would be a good filter to create 'magnetic deformers' from a depth map?
Apr
3
accepted What are the valid DepthBuffer Texture formats in DirectX 11? And which are also valid for a staging resource?
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!
Apr
3
asked What are the valid DepthBuffer Texture formats in DirectX 11? And which are also valid for a staging resource?
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..."
Mar
29
answered I can't figure out how to animate my loaded model with Assimp
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 :)
Mar
20
accepted For normal mapping, why can we not simply add the tangent normal to the surface normal?
Mar
20
comment For normal mapping, why can we not simply add the tangent normal to the surface normal?
Thanks, this is very helpful!
Mar
20
comment 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!
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.
Mar
20
asked For normal mapping, why can we not simply add the tangent normal to the surface normal?
Feb
12
awarded  Yearling
Feb
10
awarded  Popular Question