1ย year, 11ย months ago
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Actually the previous code can be changed like that:size_t ComputeMeshLODIndex(const Vector3& cameraPosition, const Matrix4& projectionMatrix, const AxisAlignedBoundingBโฆ
1ย year, 11ย months ago
Hi!Here a mesh LOD selection code:size_t ComputeMeshLODIndex(const Vector3& cameraPosition, const float cameraFOV, const uint32_t viewportHeight, const AxisAlignedBoundingBoโฆ
2ย years ago
Hi everybody,I'm using the flag output of PhysX Character Controller Move:const physx::PxControllerCollisionFlags flags = m_controller->move(physx::PxVec3(dist.m_x, dist.m_y,โฆ
2ย years, 4ย months ago
Hi everybody!Rendering opaque geometries using forward shading to HDR render target with MSAA and outputing in the same pass normals in view space in a second target, you have tโฆ
2ย years, 4ย months ago
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See all in DiscussionsActually the previous code can be changed like that:size_t ComputeMeshLODIndex(const Vector3& cameraPosition, const Matrix4& projectionMatrix, const AxisAlignedBoundingBox& aabb, const siz
1ย year, 11ย months ago
Good point about the naming, it's good you mentionned it, โprojectedRadiusClampedโ is probably more correct.Or simply add the min part โฆ
1ย year, 11ย months ago
What about this version using projection matrix?size_t ComputeMeshLODIndex(const Vector3& cameraPosition, const Matrix4& projectionMatrix, const AxisAlignedBoundingBox& aabb, const size_t
1ย year, 11ย months ago