| |
| |
| |
|
Page: 1 2 3 4 5
Comments:
<0> You could hire normal sized guards <0> and they'd be able to control the prisoners easily <1> would be a challenge to design in architectural perspective <0> it'd be like running a jail for elementary school kids <1> LOL <2> lol <0> http://www.explosm.net/comics/544/ <1> boom! <1> I got him <1> .. <3> heys <4> lost is such a pointless show <5> tmpvar: how so? <4> eh, its just so drug out <5> tons of **** has been revealed since the start of season 2 <4> TRUE
<4> woops <5> but yeah, probably going to be a while before they get rescued <4> lol <4> not really, that lady is going to save her boytoy <5> and you expect that to be done quickly? :D <6> shi yeah <4> Fly_Gangsta in da hewd <6> fo shizzle <7> fo shizzle mah nizzle in the hizzy <6> don't be talking smack y0 <6> give me a better gangsta translation of that please <8> Fly_Mario, hey there. Sorry I been so MIA. Exec Prod on an MMORPG now. Been keeping me burried. <6> cool <9> Hey all Im Looking for a site where I can get info on Ringtone/Cell phone gateways. Anyone HAVE ANY IDEA? <9> anyone here <3> no idea :\ <6> well pokey, they have been gone for awhile <3> my bad <6> linux is slow <6> =) <6> had you been using windows you would have known that earlier <3> huh? I used winxp before switching to linux... <3> I miss http://www.ollydbg.de most... <3> ohh nm, I thinks I get ya joke, hehe <3> stupid me, hehe <3> anyhows it's bout time I done some coding <3> hmm, I'm trying to draw points of my bones... anyhows can someone in the know please take a peek at http://rafb.net/paste/results/lYAsaF85.html AND let me know if my logic is ok? <3> it just don't seem to be working, and I can't see why not :\ <8> Whatever..."Warner home video will issue a new remastered director's cut of the cl***ic SF movie Blade Runner in September now that it has cleared up rights issues, followed by a theatrical release of a version promised to be truly director Ridley Scott's final cut." <10> final final? <10> or final fantasy final? <11> anybody see hannibal? ridley scott fell the **** off ;) <11> he'll figure out a way to make blade runner worse <12> hannibal was meant to be a comedy <11> the book wasn't. that scene that ridley had where dude is on a merry-go-round?! wtf hannibal lecter doesn't ride merry go rounds <12> sure he does <12> after a fifth of vodka <12> brain vodka no less <11> dunno. if you look at ridley scott's list of movies on imdb it's like 80% junk interspersed with an occasional cl***ic. pretty weird really <11> for every gladiator there is a g.i. jane <12> =] <12> who did Gigli <11> The same guy that directed beverly hills cop (!) <8> Ridley's brother, Tony, makes up for Ridley's losses with Top Gun, Days of Thunder, Navy Seals, Enemy of the State, Spy Games, Man on Fire. <11> man on fire was dope <8> "That's between him and god, I'm just here to arrange the meeting." <3> I've never seen Blade Runner... <6> who give a flying @&#*@ <6> ? <13> i do <13> man, im having mad computer problems lately <13> my p4 completely died, the socket pulled off the mobo with the heatsink <13> so i took out the HD and put it in the p4 1.4 upstairs... <13> it no longer posts.. <13> and now this computer is running sluggish <3> MEGA YAY <3> :D :D :D <3> got my bone points to display correctly :D <3> odd though... <3> cause I thought it was done like... combined matrix = local matrix * combined matrix; ???
<3> BUT <3> I doing combined matrix = combined matrix * local matrix; ??? <3> so I think anyhows... <3> well I'm using glMultMatrixf(); <3> so wtf? <14> i don't understand the question <3> local matrix being the joint matrix <3> just a sec, I'll dig up wher I read about this <3> see http://www.gamedev.net/reference/programming/features/xfilepc/ <3> see 2.1.1. Descriptions <3> so now I gotta figure out what the deal is... hmm <15> yosh64 - you're using .x's in gl? <3> well I made a converter, to convert them to my own format... well I save the skeletons and meshes to different files :) <15> okay <15> I'll answer this question here rather than in #GL.. <15> The reason is because d3d and GL have different conventions on how they do vertex-matrix multiplication <15> d3d: vM GL: Mv <15> you want your vertex moved into local space first, so in GL parent * local * v or think of it as (parent*(local*v)) <15> in d3d, you need to do the "same thing" except that d3d does vM <15> so you want ((v*local)*parent) <15> groovy? <3> hmm, k thx... <3> what is v? <15> the vertex, or whatever you're trying to transform <16> also transpose your matrices... <16> before you send them to opengl atleast <16> direct3d use the rows as the vectors, while opengl use the columns (as you do in real math ;) ) <16> then you have: (A*B)^T = B^T * A^T <3> I'm confused as to why this was said in that article? "If we look closely at the way matrices are combined, we won't be able to rely on the glMultMatrix function: The glMultMatrix function multiplies the current Matrix on top of the stack with the matrix p***ed as a parameter:", see 2.1.2. Code Design <3> gonna have to stop and think for a while for this to sink in I think, hmm <16> its a plain opengl app using direct3d .x files? <3> ye, basically... well my formats are way different, but the skeleton data in the end would be loaded in as if it was strait outa the .x file <3> i'll paste my current function to draw the bone points <16> just tranpose the matrices when you load them <16> then do as you usually do in opengl <6> them bonez .. them bonez <3> this works... http://rafb.net/paste/results/mjDGSt81.html <3> okay thanks, yea I don't transpose em <15> you don't need to <15> well, thats not really true. <3> so... to make this clear... if I transposed the matrices when I load them in, then should it work how I originally had it without using glMultMatrixf() ??? (see commented out lines) <3> well if that's the case, then maybe it's better I don't transpose em? as so I only have to use glMultMatrixf() ? <3> hmm <3> actually... I actually already tried transpose em, and it didn't work... I mean with how it originally was <3> just a sec, gonna test something <3> aha <3> must be something wrong with my Matrix Multiplication... cause when I do it the other way around... alike glMultMatrix(); it don't work!!! <3> unless glLoadMatrixf() clears the matrix stack or something? <6> not familiar with glloadmatrixf <6> I would think that matrixindentity would clear it <6> glloadmatrixf seems strange name.. there must be some purpose to it <6> <-- dx guy <3> here is my Y3X_MultMatrix function... it's ok right? http://rafb.net/paste/results/1Pnv1K <3> http://rafb.net/paste/results/1Pnv1K25.html <3> YAY, figured the prob <14> i would ***ume loadmatrix is rarely used <3> ya see I had... Y3X_MultMatrix(cMatrix, cMatrix, skeH.skeleton[0].joints[lp].transform); <14> unless someone was doing their own matrix multiplicatoins <3> so... values of cMatrix were being modified... hard to explain... <3> but it works if I use another variabled alike... Y3X_MultMatrix(tMatrix, cMatrix, skeH.skeleton[0].joints[lp].transform); <14> you are likely modifying the destination matrix, before the mult matrix is complete <3> exactly <3> i thinks... <14> use a local var and then copy to destination matrix <3> k <14> loadmatrix modifies the matrix at stack top <14> as does any gl matrix function <3> yep, as I originally thought <14> also, transposing matrices is not necessary as the actual data is stored in the same way in dx and gl <3> okay... but I'm confused as to why in that article... it's said todo alike... combined matrix = local matrix * combined matrix... when the article is based on opengl? <3> did you see the article I linked to before? <17> can you post the link again? <3> yep, np <3> http://www.gamedev.net/reference/programming/features/xfilepc/ <- see 2.1.1. Descriptions
Return to
#gamedev or Go to some related
logs:
#linuxhelp #eggtcl mazolia firefox
let the eagle sore song #nhl Ninjitsu wold #politics #solaris #unixhelp #delphi
|
|