15,801 reputation
13572
bio website vectorstorm.org
location Melbourne, Australia
age
visits member for 3 years, 11 months
seen 9 hours ago

Mobygames Profile (not entirely accurate): http://www.mobygames.com/developer/sheet/view/developerId,80048/


Jan
5
reviewed Close Reflect angle on pong clone
Jan
5
reviewed Close Multi Resolution graphic for ios 4 and ios 5
Jan
5
reviewed Close Drawing visible tiles - side scrolling
Jan
5
reviewed Close Particles in XNA - can't get em to work
Jan
5
reviewed Close client-server network model for top-down WASD game
Jan
5
reviewed Close Which server platform to choose
Jan
5
reviewed Close Looking for Bezier curve OpenGL open source implemention
Jan
5
reviewed Close Deforming meshes in OpenGL
Dec
28
reviewed Close Are there any resources about performance tweaks?
Dec
24
comment What is the cause of this lighting artifact on my dynamic terrain mesh?
So the idea is, if (fabs(TR-BL) < fabs(TL-BR)) { Make BR-BL-TL and BR-TL-TR } else { Make BR-BL-TR and BL-TL-TR }. Any non-planar quad (such as virtually every quad in a heightmap-based terrain) will 'buckle' as it's turned into triangles for rendering, and that 'buckle' will happen along the new triangle edge that you add, so it's going to run diagonally through the quad, one way or the other. The theory is that you get far fewer buckling-related artifacts if you make sure to put that buckle in between the diagonal vertices which are the most similar to each other.
Dec
24
comment What is the cause of this lighting artifact on my dynamic terrain mesh?
@GenericJoe Sure. When you're converting a quad into two triangles, there are two ways you can do it; to use your terminology, you can either do "BR-BL-TL" and "BR-TL-TR", or you can do "BR-BL-TR" and "BL-TL-TR". The first pair of triangles puts the triangle diagonal between TL and BR, while the second pair puts the triangle diagonal between TR and BL. In your code, you always do the first pair of triangles. When I say "choose the closer of the two diagonals", I mean to check whether the change in height between BR and TL is smaller than the change in height between BL and TR.
Dec
24
revised What is the cause of this lighting artifact on my dynamic terrain mesh?
Rewrote first sentence, in light of Josh's edits to the question.
Dec
24
answered What is the cause of this lighting artifact on my dynamic terrain mesh?
Dec
23
comment How to setup glOrtho and Viewport
@AndonM.Coleman I say again: We're going to have to agree to disagree. Please stop posting further comments on my answer.
Dec
23
comment In-development technologies for improvements in video game graphics and design
"The advancement of the arts, from year to year, taxes our credulity and seems to presage the arrival of that period when human improvement must end." -- Henry Ellsworth, Commissioner of the US Patent Office, in a satiric aside to an 1843 report to Congress reporting a new record high in the submission of new inventions.
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