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<0> Csgl best option for opengl in C#? <1> hello <1> could i ask about projection of 3d on 2d <1> i read some time ago <1> some example of rendering a 3d scene <1> i would like to remake that myself having only 2d plotting functions <1> i would like to make a cube <1> and plot 3d on the screen wich is 2d <1> can i get some help ? <1> helo <1> Kutulu w00t up ? <2> eh? <1> like..how are you dude ? <2> peachy <1> what would that mean ?
<2> like..fine ? <3> im tring to split up my code.... GLfloat yrot; I need to set it from another file or header how would I do it ? <3> trying to split up my keyboard code into another file <3> nm extern <3> **** I cant make it work <4> a few ways to p*** cl*** Keyboard around is to use a singleton or to create an instance eg. Keyboard* kb = new Keyboard(); <4> and then p*** a reference updateModels(Keyboard& kb); <4> or camera.update(kb.isKeyDown( UPARROW )); <4> (ignore the bad syntax ;P) <5> I'm having trouble deciding how to finish this interface for specifying geometry. <5> arg <2> whats left to do? <5> well not much <5> the problem is specifying bone influences for vertices <2> well what is there to decide? <2> ah <5> I'm just being too meticulas about it <2> what type of data is that? <5> err meticulous... whatever. <5> well basically it's a weight and an id <5> float and int <2> weight is between 0 and 1 or ..? <5> for each value/pair, now each vertex can have up to 4 (currently) <5> yeah. <5> I was trying to make the interface generic enough that all of the data doesn't have to be 1 to 1 <5> I mean you don't have to repeat the vertex to use it again with a different normal <5> for example. <2> does it read it all from a buffer or some object like that? <2> s/does/can/ <5> so then when you specify the index for the vertices of a face, you have to specify an index into each array. <5> well, here's what the interface looks like so far: <5> http://rafb.net/paste/results/RAfOkS67.html <5> So you can either specify the data in arrays or in an immediate mode style <5> but right now, I have it so you only need to specify unique weight/id pairs, and then the plan was to be able to specify 4 weight/id indicies per vertex (for now). <5> but instead it's only one index so it's not quite right <2> to be honest i wish there was a parameter for stride so i can interleave everything in a fat array :) <5> there is. <5> err oh <5> for indices? <2> i think you should try it the simple way first ;) <5> which is? <2> hang on, i don't grok this interface yet <5> You can use a stride for data, I guess not indices though so far. <5> Take your time. <5> Basically the goals for the interface are to allow the user to specify data in a very generic way, without having to worry about how their data is packed too much. I wanted to support an array method of specifying data and indices, and an immediate mode version as well. <2> yeah that sounds like a good idea; array stuff is copied regardless right? <5> yep <5> cause I don't want to risk them destroying it <2> ;-] <5> The immediate mode version is supposed to be the more flexible of the two methods <5> allowing you for example to specify faces as "POLYGONS" as opposed to just triangles <5> actually more accurately, "FANS" <5> because that's how I expand them <5> but the point is, if you have the data in quads it would be triangulated for you. <5> or mixed quads and triangles and some strange 5 sided ones in there too whatever <5> it handles it. <5> The other thing I was just now debating in my mind was if the user wants to specify more than 4 weights, I could basically emmit the lowest and normalize the rest. <2> conceptually, the array functions could boil down to a for loop over the array, calling stuff like adSurface_NormalIndex()? <5> in case they accidentally have a few .001 weights or something <5> yep
<2> that would work for all cases of weights? what if they don't make mistakes? ;-) <5> so really the array functions are not that necessary <5> well here's the thing about weights right now, there is a 4 to 1 ration of weights to vertices <5> most all other attributes are 1 to 1 <2> well they could be implemented pretty easily just calling the other functions, rather than having to do the stride stuff manually <5> except uvmaps which I have many <5> yeah, so should I scrap arrays? <5> well arrays might be nice for specifying data manually. <5> like who ever does that though right? <5> it's good in a tutorial though :P <2> first thing i'd do if i was using animadead, and if you didn't have array functions, would be to add 'em :) <5> heh <5> This thing you're looking at <5> do you know what it's for? <2> but it wouldn't be critical <5> It's actually not for specifying data to Animadead directly, it's actually a writer library <2> 'influence' == 'weight'? <5> influence == bone <5> weight = weight <2> k <2> i have to ask silly questions like that .. since i haven't previously :) <5> the interface allows you to specify generic data, and it will write the animadead formatted files for you. <5> it's meant for exporters. <2> ah ok. In that case arrays wouldn't be *necessary* as the exporting app might have no notion of them <5> true. <2> or some obtuse pseudoarray stuff <5> in fact that's one thing that's troubling me. <5> i'm quite sure most modeling apis will give you the data in arrays <5> but I'm not sure I can make any ***umptions about how it's packed. <2> personally i'd leave arrays as low priority unless a good portion of the apps that might want to export could use them - and even then lower pri than immediate <5> for all I know it could be like a 2d array <5> k. <2> yeah, so the exporter code itself can sift through and call the immediate functions.. <5> yeah that's always the safest I think. <2> you/someone could add arrays later, if necessary <5> So, in my current implementation... immediate mode is sorta, kinda, a little bit... related to the opengl interface <5> it keeps some states and stuff <2> and anything you do with arrays will basically have the same functionality as the immediate mode stuff anyway, so it can just overlay it :) <5> aye <5> but if you have data in arrays that's already nicely formatted. <5> it might be more efficient <2> yeah, i remember liking what i saw a while back <5> and the support might be easy <5> but make a lot of ***umptions about the data <2> yes, "might" and "might" and more maybe :) <2> everyone can use immediate mode, try it first :) <5> yes ok <5> so about immediate mode then... <5> right now immediate mode is begin poly and end poly <2> (this is all IMHO, btw, this is still your baby) <5> and you specify indices within that block <5> yeah, but outside oppinions really helpful to ***ess usability. <5> So, the thing is, this begin poly and poly is sort of different than the rest of the interface <5> I could use instances, were you create a face instance and push data on that. <2> the rest of the interface is just setting with no real states? <5> like push a vertex, and then push properties for that vertex. <5> it would be more consistent with the rest of my interface. <5> um it uses some states. <5> It's a little tricky to describe. <5> Basically right now here's what's going on: <5> all of the arrays right now, index, normal, vertex, and all of the specified uv map arrays are the same size <5> that is guaranteed by vertex but I'll get to that. <5> so when you do a begin poly, it gets the current size of the arrays <5> and then whenever you specify any data other than a vertex it appends it to that array, but only if it's not already larger than the vertex array <2> arrays are the same size per-surface? <5> in other words, you can only push one value otherwise it overwrites the last value <5> that's how I keep my state. <5> oh the arrays I'm talking about are the index arrays <5> they index the data arrays <5> and there are multiple because the data arrays only potentially contain unique values. <5> not gauranteed to be the same size like opengl <5> know what I mean? <2> k <5> k.
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