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<0> paste code <1> ok, I may have gotten rid of it though <2> view*sphere_rotation*relative_transform, where relative transform is relative_rotation*relative_translation <1> Yeah, I got rid of it. <2> a call to glRotate or glTranslate is the same as a multiplication <1> Hmm <1> All I know is since I'm rotating, the XYZ planes are flipping <1> Or rather, I'm in a different position and so on <2> multiplication = chaning coordinate system <1> yeah <2> so ofcourse the axes are changing <1> So if I rotate 90 degrees, x becomes z, y becomes x, z becomes y <2> dont bother with that <2> thats why you perform the translation _first_ <2> in local space <1> I do
<2> how? <2> show the function calls <1> glLoadIdentity(); glTranslatef(0.38,0.9,-6.0); glRotatef(90,0.0,1.0,0.0); glutSolidCone(etc...); <2> did you even read what I wrote? <1> yes and no? <2> "transforms are from right to left" <2> "relative_rotation*relative_translation" <1> Yeah, whats all that about <2> "a call to glRotate or glTranslate is the same as a multiplication" <1> okay <1> So I should multiply instead? <2> rotate THEN translate <1> ok <2> and you need a view transform <1> oh that didnt work <3> r do da t frunt of f to da m <1> The cone disappeared <1> a view transform? <1> I don't think I even have a camera :S <2> ModelView = View_transform * Model_transform <2> so setting it to identity and them applying the model transform means that the view transform is identity <1> So i should glLoadIdentity afterwards? <1> I'm so not following <3> :P <2> gluLookat! <4> i think glulookat is used for setting camera postion. if i want to put openglss's object in particular coordinate in 3d space. what gl command should i use? <2> or something <4> something is, like, amiss again' <1> gluLookat? <4> i guess gluLookat is used for setting camera postion. if i want to put openglss's object in particular coordinate in 3d space. what gl command should i use? <2> add it right after the first glLoadIdentity <3> pitdroid, shut up <4> :X <2> perhaps you should start with some OGL tutorials? <1> I did <1> I did nehe.gamedev.net <3> ;D <1> gluLookAt has like 10 parameters! *dies* <3> pitdroid, msdn gluLookAt <2> http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/glufnc01_8wtw.asp <3> :D <4> :D <3> swx is my new bot <3> swx: fetch! <1> I found an explenation on google :P <1> Wow, this is complex <1> All this for a snowman's nose. <1> *dies* <3> without a view matrix, yer pissin in teh wind anyway <3> ;) <1> I didn't know what it was until a second ago <1> ok gluLookAt makes no difference <1> It's being called in GlInit and it does nothing <2> you need it every frame, after your glLoadIdentity <1> Okay. <1> I'll tryu <1> *try it <2> glLoadIdentity(); gluLookat(...); glRotate(...); glTranslate(...); <1> And that allows me to choose where things are made? <1> Ah, now the bottom sphere disappears.
<1> Should I restart making my animation using gluLookAt? <2> the view transform has nothing to do with animation <2> its for transforming from the world space to screen space <2> think of it as having the role of the camera <2> that is viewing the scene <5> The best thing is not to think of a camera at all. <5> But inverse transformations. <5> Since that is what the "camera" actually is. <1> Yeah, but I think simply <2> well gluLookat acts as setting up the camera <1> 'camera' helps <2> but it really creates the inverse of the "camera" transform <2> yeah, a camera is a lot easier to visualize when working with setting up scenes <1> And the parameters for glulookat are x,y,z of camera x,y,z where to look at and x,y,z something else <1> Right? <2> yeah, and the something else is the up vector <1> Is that important? <2> yes <1> How so? <3> anyone know of a good free proxy app for windows? <2> view_vector x up_vector (or the other way around) = right/left vector <2> then view x right/left = up <1> These calculations mean very little to me :( <2> which is the base of the "camera" matrix <2> x = cross product <2> basically, you need 3 vectors to create a base (orientation) in 3d space <2> and since you only supply 2, it needs to create the other <1> okay <1> I've got xyz camera, xyz looking at, what do I enter for up vector? <1> the camera's at 0.0, 3.0, 2.0 looking at 0.0, 0.0, 0.0. <2> usually 0,1,0 if y is pointing up <5> The direction up, which is peripendecular to the forward and left or right directional vector. <1> ok <5> POS3D up = Normalize( Cross(forward, left) ); <1> oh screw it, forget gluLookAt <6> lol <6> too bad <7> i'm just polishing my camera tutorial which would have explained all of that in very minute detail <7> listen to me i sound like some pompous jack*** :\ <8> Can we call you pompous jack*** from now on? :D <7> absolutely, be prepared for an echo though :D <8> heh heh heh <8> So how ya doing pompous jack***? <7> good, how about yourself dip****? (weird echo effect huh?) lol ;-) <8> jack*** for short *** for even shorter? <8> pretty good thanks <8> What've you been upto today then ***? <8> haha <7> ah man i'm insane when i just wake up ;) <8> yeah sounds that way <9> http://www.joystiq.com/2005/08/09/totem-tattoo-commemorates-influential-games/ <7> http://simondodson.com/images/space.jpg <7> i dont' know what's worse...the ****ty tattoo or the ugly *** shoes <10> Why would anyone want to have a needle stinging your skin a zillion times to permanently wear a single image? <10> And pay for it? <11> why would anyone pay for anything? <3> no **** <12> cause you cant pirate hardware <3> :O <3> what ever! <4> ever is, like, hard to say but definitely not for the forseeable future <12> nd to kimmo its coOL MAN <10> If I had a cloning device... <12> not that Id get a tattoo <12> but its not as bad as u make it sound lol <10> It's not cool... it's lame :S <3> you can pirate a curuise ship in a row boat if you wanted <9> wow <9> that shoe is really bad <3> ;) <7> many things we question about what each of us do, few can really answer <10> Tatoos are like marriage -- might sound "mature" and nice at the time you do it, but then you'll regret it badly. <12> haha I want those shoes
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