Polygon-Collision-Separating Axis Theorem

Oh, sorry didn’t got you were after that :wink:


Display.setResizable(true);

THX ;D
Never believe google, it said, that “lwjgl-frames” can’t be resized that way ::slight_smile:

Edit:
“glVertex2f”
glVertex = Vertex ;D
2 = 2-Dimensions?
f = type, like float, double etc.

thx for little help again :slight_smile:

2 does not really mean 2 dimensional.
2f = 2 arguments of type float.

there are also:
ub = unsigned byte s = short i = int l = long f = float d = double

and there is even more cruel stuff then 3ub:
glUniformMatrix4x3, which takes a 4 x 3 matrix as argument, and updates the given uniform… but thats another story.

That’s just how the naming in OGL works.

thx for explanation :slight_smile:

Edit: I am a little bit in trouble with the Rendering of concave Polygons. Picture: http://s7.directupload.net/file/d/3092/7mye7nhz_jpg.htm
I am using “GL_POLYGON” for the white, but I would like to render what’s inside the blue line.
I thought about splitting the concave polygon into some convex ones and render them, but I think there has to be something that’s more effective :-
thx for helping again :slight_smile:

You don’t have to edit your post. Just doublepost, if it makes sense.

Yep. GL_POLYGON does only render convex polygons.
And no, sorry, there is nothing more effective than splitting the concave polygon into convex ones.

ok I will do it next time ;D
Would you split the Polygon into a bunch of triangles or split it in bigger parts?

Simply splitting it into a bunch of triangles won’t help you, unless you do this with kind of an algorithm. I’d go with splitting it into bigger parts.
I never wrote those splitters myself, I guess google can help out the most here :slight_smile: