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bio website vectorstorm.org
location Melbourne, Australia
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visits member for 3 years, 10 months
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Mobygames Profile (not entirely accurate): http://www.mobygames.com/developer/sheet/view/developerId,80048/


Dec
23
comment How to pick a 3D object with known mouse coordinates if the camera is rotated 60 degrees?
As reference for gluUnProject()-based approaches: Using gluUnProject to transform mouse position to world coordinates
Dec
23
revised How to pick a 3D object with known mouse coordinates if the camera is rotated 60 degrees?
Integrating feedback from Lars.
Dec
23
comment How to pick a 3D object with known mouse coordinates if the camera is rotated 60 degrees?
Gah, good clarification, Lars! My brain was elsewhere. I've never actually used gluUnProject(), so I was going based on memory of overheard conversations. You're right; gluUnProject doesn't read back the Z-Buffer itself; that's usually the immediately-prior step in gluUnProject()-based answers, for determining the window 'depth' input value that gluUnProject() wants. Will amend my answer.
Dec
23
revised How to pick a 3D object with known mouse coordinates if the camera is rotated 60 degrees?
Whoops. That'll teach me to edit code in a web page. Missed a few variable-name-fixes, in converting from my actual code.
Dec
23
awarded  Revival
Dec
23
revised How to pick a 3D object with known mouse coordinates if the camera is rotated 60 degrees?
Adjusted camera Matrix accessor function to specify local-to-world. I've seen some bizarre camera APIs which instead provide a world-to-local matrix. That's not what we want, here!
Dec
23
comment How to pick a 3D object with known mouse coordinates if the camera is rotated 60 degrees?
(Actually, a more correct answer would probably be to put the screen on the near clip plane, and would be firing from the pixel's position on the near clip plane, firing directly away from the camera. But this answer was already too wordy/mathy, and this distinction won't make any difference for most games.)
Dec
23
answered How to pick a 3D object with known mouse coordinates if the camera is rotated 60 degrees?
Dec
23
comment Fragment Shader output type error
I've gone over a diff of the two versions of the loading code; the only material differences (besides different indenting and a few modified variable names) is the code for printing out the shader info logs. The original code destroyed shaders and exited when a compile error was reported. The new code does not. (In fact, the new code doesn't even check whether the shader compilation succeeded) Whatever solved the problem, it seems implausible for it to have been related to this code.
Dec
23
reviewed Close How to handle car game circuits in a top-down view?
Dec
23
reviewed Close How do I compute the angle between a pixel on an irregular curve and a circle colliding with it?
Dec
23
reviewed Close (LibGdx) Get mouse position in ENTIRE game
Dec
23
reviewed Close Audio Panning using RtAudio
Dec
23
revised Why isn't my aspect ratio calculation working on Android platforms?
now -> not, and then is (...) not -> isn't.
Dec
23
comment How to setup glOrtho and Viewport
@AndonM.Coleman These arguments are unhelpful. I think your interpretation of the question is problematic. Particularly since the question was how to make the area defined by those variables fill the display. That question makes no sense if those two things are, in fact, the same thing, as you claim. Unless the original asker comes back to explain their intent, we're going to have to agree to disagree over the likely intent of this confusingly phrased question.
Dec
22
reviewed Close 2D game development with C++
Dec
22
comment How to setup glOrtho and Viewport
@AndonM.Coleman The precise question was how to "fill the display". I think it's pretty clear that they weren't asking how to fill only a small portion of a window.
Dec
22
comment How to setup glOrtho and Viewport
Using these variables how can i configure glViewport to have the area defined by the dimX variables fill the display? The origin needs to be at 0,0 and the viewport needs to fill the entire window. That was the question being asked, as I read it.
Dec
22
comment How to setup glOrtho and Viewport
Your glViewport call won't work if dimL doesn't equal zero, or if dimR doesn't equal windowWidth. Similarly, dimB must be zero, and dimT must equal windowHeight. I don't think the question implied that any of those conditions were necessarily the case.
Dec
22
reviewed Close GPU skinning weird issue