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<0> ``Erik - hm <0> well on os x they are. <0> im certain <0> since they provide the base functionality for all other threads in the system <1> anyone hav ea decent 2d vector cl***? <2> i'm having a wierd issue with rotation <2> when I render something at a different location like a model, I pop it, translate, and rotate <3> u mean.. someone told you to sit on your finger and rotate? <3> oh.. gl, gotya ;) <2> lol
<2> however, rotating by X is changing the roll instead of the pitch <2> thats if I rotate X after I rotate by Y <3> most probs are sorted out by simply putting a physical object infront of you and applying the transformation to it and seeing the result <2> If I rotate by X first, Y changes yaw <2> and X is still roll <2> so wtf seriously? <2> why is everything backwards? <3> sounds like gimballock to me <3> Does this sound right? http://www.gamedev.net/dict/term.asp?TermID=568 <2> yar <2> it be gimbal lock! <4> Scottc, throw glRotate away and manage matrices yourself. Quaternions are your friend <2> what be this matrix multiplication ye speak of? <2> but i'm making a 3rd person game of breeding. <3> Maloeran: same site.. read on ;) <3> oops.. Scottc rather <3> hey Mal btw <2> where <2> where where where <2> all it says is Common fixes to this problem are to use matrix multiplication for rotations or quaternions. <3> http://www.gamedev.net/reference/list.asp?categoryid=28#259 <4> Hi Hal <3> Scottc: the SITE dude, not the page ;) <4> It's 2h in the morning and I'm coding for some presentation at 9h tomorrow, fun fun :) <3> Maloeran: wooop.. are we running behind? <4> More or less. I'm terribly unproductive on a laptop and out of my environment, very annoying <3> Maloeran: ahhh yes - Since I got my laptop 2 weeks ago, u get used to using them though <5> http://www.gamedev.net/reference/articles/article1095.asp <- this one has two .exes that show the diff between using quats and euler angles <5> err rotations <2> I know the difference between quats and eulers <2> basically you rotate relative to your current rotation <2> so if you rotate on your x axis so that you're looking straight up <5> euler has gimbal lock, quats don't <2> .. <5> which causes the wrong axis to rotate <2> ok <2> I thought most FPS games use eulers though? <5> u can get by with eulers if you don't go past 90 degrees
<5> eg if you look at doom u can look straight down and straight up <5> but you can't over rotate backwards <2> 90 degrees on the X axis? <2> holy crap <2> quats are awesome <5> no i am;P <2> you get an x, y, z, AND an angle to rotate around the xyz! <5> ok fine quats are awesome <5> not necessary all the time... <5> but nice:) <2> basically the problem i'm having though <2> I rotate and then translate to my camera <2> then I want to render a model] <2> with a certain position and rotation <2> and well basically the wrong axis' are rotating <5> could it be that some models face down the x axis and others down the z? <2> I have no idea what the **** you're talking about. <5> http://www.twango.com/media/allan.public/allan.10112 <- bill gates farewell from letterman <2> blue screen of death is from like windows 95... <2> I don't even think it still exists anymore. <5> still does <5> not that particular one...but it comes up <6> oioi, I got some arrays now to draw my vertices, drawing them using DrawArrays().. But someone told me using VBOs would be faster. What API should I look for? <7> _kw, http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_buffer_object.txt <6> thx :) <7> _kw, and use glDrawRangeElements with your VBOs <6> what does that do? <7> it's like glDrawElements and it also specifies the start and end of the array to render which is information that the driver can use to optimize the performance <7> specially if you are using VBOs <7> http://www.linuxmanpages.com/man3/glDrawRangeElements.3x.php <6> ah, cool <6> thx again <7> np <6> so the way this works, is that you load everything into vidcard memory once, and then tell it to "draw the stuff in buffer x" every frame? <6> that would indeed be a lot easier on the bus <6> of course, when the data changes.. I would have to delete what's in the vidmem, or can I just overwrite it somehow? <6> on the web, I see some examples using glDeleteBuffersARB <6> and some that don't <0> kw - overwrite <0> in fact, you may be able to do something faster, but its almost equivalent in effect. <0> delete the buffer when you're finally finished with it <0> and try to do your vertex-data changes with a shader (ie animation) <0> its rare that a buffer actually needs the geometry changed :) <0> (rare in % of frames where you actually change geometry)
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