Author Topic: 64-bit DirectX 11 - Part 2 - Planets - Earth and Moon  (Read 207 times)

AW

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64-bit DirectX 11 - Part 2 - Planets - Earth and Moon
« on: June 07, 2018, 04:53:52 PM »
This is an exercise on using 2 different textures.
I know that there is a seam on the planets that should not be there. This happens because I am using an algorithm and not a modelling software (I will use it sometime in the future).

Siekmanski

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Re: 64-bit DirectX 11 - Part 2 - Planets - Earth and Moon
« Reply #1 on: June 07, 2018, 08:21:26 PM »
Noticed that the moon is elongating when reaching the window borders.
Creative coders use backward thinking techniques as their strategy.

zedd151

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Re: 64-bit DirectX 11 - Part 2 - Planets - Earth and Moon
« Reply #2 on: June 07, 2018, 08:24:57 PM »
Noticed that the moon is elongating when reaching the window borders.

Dark matter pulling it out of its original trajectory.    :greensml:

I'm  sure he'll fix it up in due time. 
I'm back at home on Windows XP, 32 bit.  :biggrin:
Plugin Builder v. 5.0.1 for qeditor

Siekmanski

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Re: 64-bit DirectX 11 - Part 2 - Planets - Earth and Moon
« Reply #3 on: June 07, 2018, 08:42:30 PM »
Or it is gravitational force from Planet X entering Earth's orbit .  :t
Creative coders use backward thinking techniques as their strategy.

AW

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Re: 64-bit DirectX 11 - Part 2 - Planets - Earth and Moon
« Reply #4 on: June 07, 2018, 09:20:30 PM »
Damn, I need to recalculate the gravitational forces  :icon_eek:
Will talk to NASA about that.

felipe

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Re: 64-bit DirectX 11 - Part 2 - Planets - Earth and Moon
« Reply #5 on: June 08, 2018, 01:37:29 AM »
 :greenclp: Great to see this, thanks!  :icon14:

Felipe.