Can't get location of 3D points after transforms in OpenGL
Help!!!
I''m trying to get some collision detection going in OpenGL.
I know the basics behind this but....
... I dunno how to get the X,Y,Z location of the points of an object (say a bounding box), back for checking.
I thought about using GLfeedbackBuffer, but it only seems to give the screen locations (and depth buffer info!)
Does anyone know how to do this?
How about any tutorials for doing collision detection in OpenGL?
Please Help!
(Oh! If you could reply to hg140893@stmail.staffs.ac.uk)
Thanks,
Nige
I don''t know why you''re talking about OpenGL and Collision detection.
OpenGL is for rendering only, while 3d collision detection is made by your game engine.
After you''ve clipped your objects, you use the computed Sphere to check if the objects in the scene are colliding.
In fact you might even check for collision before starting rendering, if your game uses AI propeled objects, high velocity objects and the like.
If you check that before, you''ll have to use the computed spheres in the clipping phase of your engine.
Hopes it help.
-* Sounds, music and story makes the difference between good and great games *-
OpenGL is for rendering only, while 3d collision detection is made by your game engine.
After you''ve clipped your objects, you use the computed Sphere to check if the objects in the scene are colliding.
In fact you might even check for collision before starting rendering, if your game uses AI propeled objects, high velocity objects and the like.
If you check that before, you''ll have to use the computed spheres in the clipping phase of your engine.
Hopes it help.
-* Sounds, music and story makes the difference between good and great games *-
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