13 years, 2 months ago
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i'd suggest to transform the points first by the view*model matrix, then make dot product of the point (normalized) with the view direction, probably (0,0,-1) to your solution:…
13 years, 2 months ago
13 years, 3 months ago
hi, we're using physx for a small racing game. since our cars are working now we want to include a mesh for the racing track I know i can do that with a height field, but i'd pr…
13 years, 5 months ago
hi, i'm working on an exercise for university and we are implementing a software renderer in java. they want us to implement some cool stuff we want, and to play around with…
13 years, 9 months ago
Sponji is right, vec4(normal, 1.0f) actually translates your normales too, you could also pass the normal matrix as a 3x3 matrix into the shader
13 years, 3 months ago
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See all in Discussionsi'd suggest to transform the points first by the view*model matrix, then make dot product of the point (normalized) with …
13 years, 2 months ago
Sponji is right, vec4(normal, 1.0f) actually translates your normales too, you could also pass the normal matrix as a 3x3 matrix into …
13 years, 3 months ago
hi, we're using physx for a small racing game. since our cars are working now we want to include a …
13 years, 5 months ago