All Questions
226 questions
1
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1
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126
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How the intersection of BVH boxes can determine whether or not a triangle appears?
I'm programming a Ray Tracer using Rust and OpenGL, I've already made Ray Tracing work in the basics by converting the data to an SSBO and sending it to the Shader in a basic way... The problem is ...
0
votes
1
answer
36
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Differences between rotations and translations of different camera properties in LiBGDX
I am trying to understand the camera API (applicable to perspective camera ONLY) of LiBGDX.
It really does not make sense that you can call rotate and translate on many different properties of the ...
0
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0
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22
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LiBGDX camera drifts far away from modelinstance after translation and rotation
My camera starts in the position I expect. However, after some time it drifts far away from the red modelinstance! How to keep it position right behind the red modelinstance without drifting far away!
...
0
votes
0
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9
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Modelinstance rotation breaks apart after translating modelinstance foward in LiBGDX project
The following code rotates my modelinstance about its centerpoint y-axis. HOWEVER, when I move the modelinstance foward the rotation gets all wrong! I am not sure what is happening. I need for the ...
0
votes
1
answer
36
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Rotate modelinstance node about its own centerpoint y axis in LiBGDX
I am trying to rotate the node of a modelinstance as follows:
Note: the node and modelinstance are rotating BUT not about their own center Y axis!
...
3
votes
0
answers
351
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Avoiding z-fighting when reimplementing Freescape games
I need to avoid z-fighting in exactly co-planar surfaces that are too close to the other solids. I'm re-implementing the Freescape engine in ScummVM (all my code is open-source, available here), and ...
1
vote
2
answers
383
views
In a 3D projection, how to find 'w' for every y point on the screen
I have a standard 3D rendering pipeline. Let's say I have a camera looking down at a flat plane that represents the floor. (in my game, z = height, so this is a plane where z == 0), and for ...
0
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1
answer
373
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How to create an octahedron for sphere subdivision?
I have vertices that generate the first out of two pyramids. However, I want to have the second pyramid facing downwards as to make an octahedron. What are the correct vertices to use, because I've ...
1
vote
1
answer
312
views
Screen space reflections bug
I try to implement screen space reflections in my graphics engine using ray marching algorithm. After a lot of trying I got this result:
https://youtu.be/yzkgpcliBVQ
As you can see, the reflections ...
0
votes
0
answers
765
views
What am I doing wrong with this GLM camera rotation?
I'm attempting a very basic camera with GLM in C++ that has full pitch and yaw rotation. The game I'm planning to make will eschew triangles in favor of flat scaled/rotated sprites to represent ...
0
votes
1
answer
930
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How to calculate the shadow bounding box with a directional light
I'm trying to implement a directional light in my C++ / OpenGL engine, but I struggle to calculate the shadow bounding box (i.e the shadow frustum).
The bounding box has to encompass the main frustum ...
0
votes
0
answers
275
views
Collision detection stop movement
I am making a simple first person 3D game in OpenGL with C++. I am just wondering on how you make an object stop moving when it collides with another object. This is what I am using for detecting ...
0
votes
2
answers
134
views
What rotation needs to be applied to align mesh with expected axis of target?
I'm using LWJGL and JOML to create a 3D view of hexagons whose positions lie on a torus.
I have a number (NxM) hexagons, whose centres and normals I have calculated to be placed on the torus to ...
2
votes
2
answers
312
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How to make player seem bigger / world smaller, without changing world coordinates
I am making a voxel game with OpenGl, I've got the major parts working, except the camera seems small compared to the the blocks.
How do I make the camera bigger?
Do I do a scaling on the model ...
-1
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2
answers
94
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How to load 3D modells when they are necessary
I'm working on a 3D game engine, currently I load ALL of my 3D modells into the memory when my game starts, but obviusly there will be hundreds of 3D modells, so somehow I should unload them when they ...