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Comments:

<0> hmm. dunno if i've heard of nurbs being usd with mdx ;P
<0> http://www.bookpool.com/sm/1558606696 ?
<1> Well there has to be a way to animate an object along a smooth curved path
<1> You need a way to calculate the curve in order to make that happen :)
<0> http://www.intel.com/cd/ids/developer/asmo-na/eng/dc/games/graphics/20544.htm?page=1 maybe that?



<0> page 4 has lots of interesting formulas
<2> he's just animating something on a curve
<2> dunno about nurbs tho
<1> looking at it now...
<0> well asked abou how to calculate a curve
<1> Crap... they are using lots of mathematical symbols whose meaning I have long since forgotten. :(
<1> Thanks for the info though.
<2> ;]
<2> if only it were easier to look them up
<1> Really I just want a cl*** library that I can feed a set of control vertices to, in order to define the curve, then feed it a U position on the curve and have it give me the XYZ position of the U coordinate.
<2> dunno
<2> some math library somewhere?
<1> :P
<1> I have to think that this sort of thing must be very basic for professional DirectX developers.
<2> yeah
<2> it's just common math
<2> if you had a math book, the code would be trivial



<1> Yeah writing the code would be trivial, understanding the math is the hard part.
<2> =]
<1> Just because of the obscure symbolism that I no longer remember
<2> it should just be some sort of linear interpolation
<2> that takes more points into account with varying degress of %
<1> true that
<1> I figured some sort of helper cl*** for this sort of thing would probably be built directly into the DirectX helper libraries, but I haven't found it so far.
<1> Just finished reading a DirectX Kick Start book, but it doesn't discuss this topic.
<2> yeah it's not really a graphics thing
<2> but some of the math functions are there to help you with it
<1> Hmmmmm I found a Hermite method on the Vector4 cl*** that might do it.
<2> hermite @_@
<2> spline interpolation
<2> there ya go
<2> :]
<1> yeah I've never heard that term before... but it looks like it will work possibly
<1> Gotta go... thanks to all
<3> hlsl tex2d() takes normalized u/v coords, but is there some way to lookup specific texels? or am i stuck having to load the texture's width/height in a constant and finding the normalized coords of the texel in question?


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