Chuck Walbourn

Results 190 comments of Chuck Walbourn

[Adjugate matrix](https://en.wikipedia.org/wiki/Adjugate_matrix)

The comments do look a little out of place...

``` int main() { // Cube with vertices at (0,0,0), (100,0,0), (0,100,0), (100,100,0), // (0,0,100), (100,0,100), (0,100,100), and (100,100,100) rotated by // an arbitrary rotation matrix. Vector3 vertices[8] = {...

The implementation of ``XMMatrixOrthographicRH`` has been the same since the original release. The code has been modified in various ways, but functionally it's been unchanged since the original "xboxmath". I'll...

Should be implementable using the existing floor and ceil implementations with some extra selection. ``` float roundf(float x) { return signbit(x) ? ceil(x - 0.5) : floor(x + 0.5); }...

https://en.wikipedia.org/wiki/Non-photorealistic_rendering http://www.red3d.com/cwr/npr/ https://lettier.github.io/3d-game-shaders-for-beginners/cel-shading.html https://lettier.github.io/3d-game-shaders-for-beginners/outlining.html https://lettier.github.io/3d-game-shaders-for-beginners/rim-lighting.html

https://github.com/SimonDarksideJ/XNAGameStudio/wiki/Non-Realistic-Rendering https://github.com/SimonDarksideJ/XNAGameStudio/wiki/Rim-Lighting

If you are getting additional vertices it's coming from the ``Clean`` needed to break bow-ties. If the model contains non-convex surfaces, it can get stuck in an infinite loop.

The remapping information is available via the API. Sounds like I might need to add a new ``uvatlastool`` option to write out that remapping as a text file as well.

https://github.com/Microsoft/glTF-DXViewer https://github.com/microsoft/glTF-SDK