Search found 6 matches

by 121377
Wed Oct 01, 2014 7:34 pm
Forum: Programming
Topic: Vector/Matrix math library for Jacco
Replies: 0
Views: 2610

Vector/Matrix math library for Jacco

library.h
(36.84 KiB) Downloaded 417 times
As promised in todays ray trace class, this is the latest version(0.7.6).

ps. this is my first time releasing code, so be gentle ;)
by 121377
Wed Dec 11, 2013 3:51 pm
Forum: Programming
Topic: GRP2 discussion
Replies: 35
Views: 25383

Re: GRP2 discussion

Hey guys, here some stuff i thought you guys would find usefull: //loads a Vector4 into a quadfloat, generates 4 assembly lines static inline __m128 LoadVector4(const Vector4& pV) { return _mm_loadu_ps((float*)&pV); } //does a dot product on 2 quadfloats, the mask at the end determines what register...
by 121377
Fri Nov 29, 2013 3:03 am
Forum: General Discussion
Topic: Arauna2 demo
Replies: 7
Views: 6135

Re: Arauna2 demo

Mine crashed aswell, installing cuda fixed that though ;)
by 121377
Wed Nov 20, 2013 9:46 pm
Forum: Programming
Topic: GRP2 discussion
Replies: 35
Views: 25383

Re: GRP2 discussion

question,

The triangle we have to render for our homework, does it have to be in 3D worldspace or in 2D screenspace?
by 121377
Wed Nov 13, 2013 10:38 pm
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 42925

Re: GRP1 discussion

I know the course has ended, but here's a render of a 8.9kk triangle model :)

Image
by 121377
Thu Nov 07, 2013 5:46 pm
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 42925

Re: GRP1 discussion

Hey guys, have some trouble with my ray triangle intersections and was wondering if any1 could help me out, here is the code i currently use: Intersection IntersectionManager::Intersect(Triangle* pTriangle, Ray* pRay) { Vector3 edge1 = pTriangle->v1 - pTriangle->v0; Vector3 edge2 = pTriangle->v2 - p...