Oriented Bounding Boxes
I read an article on OBBs and it discussed what algorythim/proof to use for collision detection (15 axies of collision), but not the proof itself.
Does anyone here know it? Or maybe how to get it?
Also on a side note. In DX8 I''m having trouble with accessing a pixle on a surface. I''m using my DX7 code, which worked fine, but now everytime I try to use the pointer to the surface ((unsigned char*)(ddsd.lpSurface)[//whatever]=//some value) it will lock my comp or crash the program.
a.h{text-decoration:none;color:blue;};a.h:hover{text-decoration:underline;background:red;};
Why is it called a hot water heater? Isn't it cold when it goes in the tank?
[email=jtaylor@gtemail.net" class="h]-=CF=-[/email]This topic is closed to new replies.
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