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  • 0 posts edited
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  • 27 votes cast
Jul
1
comment XNA 4.0 thick triangle strip to fix aliasing issues upon rotation
As I said previously, I have no idea what it is you are doing. Without some much more detailed information about your operations I doubt you will find much assistance. Also, why on earth are your numbers coming out so inflated? What size sphere are you working with?
Jun
8
comment XNA 4.0 thick triangle strip to fix aliasing issues upon rotation
Get me a link to your code (e.g. BitBucket, GitHub or FTP) and ill look into it. As things stand I don't think anyone is going to be able to help clarify this issue. The point i was making above is simply that the polys you draw are planar, meaning they have no depth. The second post was to show that you can simply render the whole model you are generating without having to worry about polys, faces or anything.
Jun
7
comment XNA 4.0 thick triangle strip to fix aliasing issues upon rotation
XNA has the ability to render entire models, quads and strips.
Jun
5
awarded  Critic
Jun
3
answered XNA 4.0 thick triangle strip to fix aliasing issues upon rotation
Jun
7
awarded  Supporter
Jun
6
answered Copyright notices on a web game portal
Apr
9
awarded  Editor
Apr
9
revised Get intersection of vector in the middle of the screen
Updated for clarity from comments...
Apr
6
awarded  Teacher
Apr
5
comment Get intersection of vector in the middle of the screen
=) You have two lines, one is at x=320 (a vertical line at x = 320), the second can be anything not parallel. Plug 320 into the equation for the other line. Ex. Line #1: x=320 Line #2: y=13x+2 they intersect at y=13(320)+2
Apr
5
answered Get intersection of vector in the middle of the screen
Apr
5
comment Resources to help study of Quake 3 engine
fabiensanglard.net/quakeSource/index.php bluesnews.com/abrash/chap68.shtml quaddicted.com/engines/engine_comparison.html
Apr
5
answered Resources to help study of Quake 3 engine
Apr
4
awarded  Autobiographer