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Messages - Reconik

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Graphics / Re: Distorted VertexArray problem
« on: April 07, 2019, 11:52:05 pm »
Thanks for the resources!

I've done some research on the problem and decided I'd try and replicate what Sprite3D does in a way that's streamline for what I need. Turns out that process of dividing into smaller pieces of geometry is called tessellation, something I've never messed with before so it'll be good practice if I can get it to work. If it works (and looks half decent) I'll post what I've come up with here for future users. That said, there's just as good a chance I'll use Selba Ward's solution as it could pretty much completely replace my current method with no headache. So that's a great suggestion.

Thanks for the responses, they definitely helped point me in the right direction. I'll mark this as solved.

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Graphics / Re: Distorted VertexArray problem
« on: April 07, 2019, 08:46:46 am »
Thanks for the reply!

I could send my code, but there really isn't any issue with it. (Other than looking very ugly) Everything works as expected. Though I'll give the general premise if that helps you understand where I am now vs. what I believe Sprite3D does.

I have a vertex array that holds all geometry that has the perspective effect applied to it. For every quad, the first and last points remain stationary and the two others are calculated using an algorithm to bring them a calculated distance towards the center of the screen. (As seen in the original picture) Updated every frame this makes for the pseudo3D appearance.

Sprite3D, after a very quick glance, appears to be a rotatable sprite for every dimension. Which, probably would work after some pretty substantial changes to my code, but also not exactly ideal. Unless I missed it, you can't pass four vectors to Sprite3D as a method for drawing it.

I'll admit that the strategies that might be required to fix this effectively and cleanly may be a bit above my level.

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Graphics / [Solved] Distorted VertexArray problem
« on: April 07, 2019, 04:28:18 am »
Never posted here before, so apologies in advanced if I didn't follow the guidelines quite right. I have been recently messing around with a pseudo3D system in SFML, and have successfully done so using transforms and several vertex arrays with quads as a primitive type. These are pretty bad textures for seeing the issue but I labeled the image with the different points. The dotted line is the distorted area, a result of a quad being two triangles.

So I'm really just here for advice on how to get this effect without the distortion. I've pretty much already accepted this chunk of code is gonna need an overhaul if I want it to look pretty.

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