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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


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