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Nov 18, 2019 at 10:12 vote accept gallickgunner
Nov 18, 2019 at 10:12 answer added gallickgunner timeline score: 0
Sep 25, 2019 at 6:37 history edited gallickgunner CC BY-SA 4.0
Added a release to my project so it's gonna be easier for people to help out
Sep 7, 2019 at 15:26 history edited gallickgunner CC BY-SA 4.0
deleted 1 character in body
Aug 26, 2019 at 15:25 history edited gallickgunner CC BY-SA 4.0
added 1 character in body
Aug 22, 2019 at 7:37 comment added gallickgunner @Nadir - no actually the view mat, sorry for the poor naming, is actually the view2world_mat so it converts the direction from camera space to world space.
Aug 22, 2019 at 7:02 comment added Nadir You are computing the ray direction in camera space, but the ray origin is in world space? eye_ray.dir = normalize(vec4(x,y,z,0)); eye_ray.dir = normalize((main_cam.view_mat * vec4(eye_ray.dir))); eye_ray.origin = main_cam.eye;
Aug 20, 2019 at 10:58 history edited gallickgunner CC BY-SA 4.0
deleted 1 character in body
Aug 12, 2019 at 18:43 history edited gallickgunner CC BY-SA 4.0
added 1 character in body
Aug 8, 2019 at 8:48 history edited gallickgunner CC BY-SA 4.0
Previous problem got solved. New problems arose so updated post
Jul 28, 2019 at 13:13 history edited gallickgunner CC BY-SA 4.0
added 521 characters in body
Jul 25, 2019 at 13:45 history edited gallickgunner CC BY-SA 4.0
added 1 character in body
Jul 16, 2019 at 17:19 history edited gallickgunner CC BY-SA 4.0
deleted 1 character in body
Jul 10, 2019 at 4:40 history edited gallickgunner CC BY-SA 4.0
added 67 characters in body
Jul 9, 2019 at 20:35 history edited gallickgunner CC BY-SA 4.0
added 136 characters in body
Jul 9, 2019 at 20:30 history asked gallickgunner CC BY-SA 4.0