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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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