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c++ Programming Glossary: ray

3D Scene Panning in perspective projection (OpenGL)

http://stackoverflow.com/questions/12097693/3d-scene-panning-in-perspective-projection-opengl

the object by clicking the object and thus sending a ray through your scene that hits your object in the anchorpoint..

How to find where to cast a ray to avoid collision in Bullet?

http://stackoverflow.com/questions/14326654/how-to-find-where-to-cast-a-ray-to-avoid-collision-in-bullet

to find where to cast a ray to avoid collision in Bullet Say we have an object at point.. velocity so it can only move step by step. It casts a ray at direction it is moving to. Ray collides with an object and.. an object and we detect it. How to get a way to pass our ray safely avoiding collision btw is there a way to make such thing..

3D Screenspace Raycasting/Picking DirectX9

http://stackoverflow.com/questions/19150215/3d-screenspace-raycasting-picking-directx9

a 3D world coordinate based on a specific depth it's for raycasting . I'm not directly using DirectX in C I'm using a proprietary.. and I just don't get 3D maths... c matrix 3d directx raycasting share improve this question To convert you mouse.. share improve this question To convert you mouse to ray you do this process Convert your mouse coordinates from pixel..

Culling techniques for rendering lots of cubes

http://stackoverflow.com/questions/3693407/culling-techniques-for-rendering-lots-of-cubes

it at all. Alternative approach to occlusion query may be ray tracing. Ray tracing is good for rendering such environment.. rendering such environment . You can cast a sparse set of rays to approximate what leaves are visible and draw those leaves..

how to determine whether a point lies inside a rectangle? [duplicate]

http://stackoverflow.com/questions/6047248/how-to-determine-whether-a-point-lies-inside-a-rectangle

that is what we're creating is essentially a vertical ray. That simplifies testing a bit because we only have to test..

New velocity after circle collision

http://stackoverflow.com/questions/8429315/new-velocity-after-circle-collision

is is simple reflection as you might have seen in a basic ray tracer for example. As said it's a fairly crude abstraction..

Value returning 1.#INF000

http://stackoverflow.com/questions/8488841/value-returning-1-inf000

boundingBox direction is unit direction vector of the ray D3DXVECTOR3 dirfrac 1.0f direction.x 1.0f direction.y 1.0f direction.z.. float tmax min min max t1 t2 max t3 t4 max t5 t6 if tmax 0 ray line is intersecting AABB but whole AABB is behind us if tmax.. whole AABB is behind us if tmax 0 return 1 if tmin tmax ray doesn't intersect AABB if tmin tmax return 1 HERE TMIN IS 1.#INFOOO..