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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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