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  • Which optional features would you recommend for a raytracer? [closed]

    - by locks
    I'm developing a basic triangle mesh raytracer on a short deadline. This means I can't implement every feature I come across, so I'm looking for some feedback about which features you think are most important, taking into consideration the performance of the feature and how much punch it packs. I'm especially looking for optimization techniques that allow for a faster rendering and simple techniques that make a big impact on the final scene quality. Is there any chance of making it fast enough to run in realtime? Here are some example of features I've read about: Anti-aliasing Bounding box Sky box

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  • How can I get the camera to follow a moving object from behind in C++ and openGL [closed]

    - by user1324894
    I am trying to get the camera to follow an object that moves around my environment using the gluLookAt function. This is my code for the object moving in the direction that it faces: Xtri += -Vtri*cos((90+heading)*(PI/180.0f)); Ztri += Vtri*sin((90+heading)*(PI/180.0f)); I then render the object: glPushMatrix(); glTranslatef(Xtri,0,Ztri); glRotatef(heading,0,1,0); drawTriangle(); glPopMatrix(); All heading is is a spin variable so that if I press left or right it spins in that direction. When you press up on the arrows it moves forward and if you press down it moves backwards in the direction that it is facing. To try and get it so the camera follows I am using the gluLookAt function like this: gluLookAt(Xtri,0,(Ztri+20), Xtri,0,Ztri, 0,1,0); So that it follows the car from a distance and should follow it around. However, the object doesn't even move at all now all it can do is rotate still but not move forwards or backwards and when it spins it doesn't follow the spin instead it just watches it turn still fixed to the same position. Where is it that I am going wrong? UPDATE: I have updated the gluLookAt function so now it is: gluLookAt((Xtri+Vtri),0,((Ztri+20)), (Xtri+Vtri),0,(Ztri), 0,1,0); This seems to move the object around. I have a stationary terrain so I can see that the object is now moving and in the direction that it is facing. However, I want the camera to follow the object when it spins as well so it is always viewing the object from behind.

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  • What is w componet [duplicate]

    - by Tifa
    This question already has an answer here: What does the graphics card do with the fourth element of a vector as the final position? 3 answers What is the W component on graphics programming. I read a blog about opengl that says that w must be equal to either 0 or 1 here. But the book I am currently reading has put w component to more than 1 value. So im kinda confuse what does it really do. The book I am reading is OpenGL es a quick start guide.

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  • Vertex Array Object (OpenGL)

    - by user5140
    I've just started out with OpenGL I still haven't really understood what Vertex Array Objects are and how they can be employed. If Vertex Buffer Object are used to store vertex data (such as their positions and texture coordinates) and the VAOs only contain status flags, where can they be used? What's their purpose? As far as I understood from the (very incomplete and unclear) GL Wiki, VAOs are used to set the flags/status for every vertex, following the order described in the Element Array Buffer, but the wiki was really ambiguous about it and I'm not really sure about what VAOs really do and how I could employ them.

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  • Using bone joints

    - by raser
    I am trying to save bone joints to a file, and am using this format. I was wondering if anyone could clear up a few questions I have why do I need to provide rotation data for the bone, if I already gave it the location? How do I calculate the rotation of each axis if I have the relative location from the parent joint? ** EDIT ** After doing some more digging, I think that it has something to do with quaternions, so, could someone point me to a good resource on using quaternions for bone joints? ** EDIT AGAIN ** I think I've solved it, but I don't understand how it works. I can't seem to find any google results explaining it. I'd appreciate if anyone could send resources explaining it to me.

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  • How do I correctly multiply an XMMATRIX by a scalar?

    - by user43129
    Using DirectXMath and its XMMATRIX structure in C++ and Direct X 11, how does one multiply that matrix structure by a single float scalar? I want to implement the operation B = A * f; where A and B are XMMATRIX and f is a float. I found all sorts of functions to multiply a matrix by another matrix or a vector. I found all sorts of functions to construct matrices. I could find no scalar multiplication! Why is there no such function? Is there no use case? Did I miss something? How do I implement scalar multiplication?

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  • Visual Studio 2012 and Game Development

    - by amongrain
    Alright, I think it's a simple question, but I got difficulties to find some answers around. I already read that XNA wouldn't be in Visual Studio 2012. I recently learned to use XNA, but since I would like to work on games, I'd like to know if there's a way to develop games using C# on Visual Studio 2012, or if I should learn everything again using C++ and Direct3D? C# is a language I like a lot, so if there's no way to do it in C# but something quite easy to use Java for game development, I'd also be interested. Thanks a lot!

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  • Camera not working

    - by user17548
    I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want. However, if I hold down Up and move the mouse at the same time then the camera moves a lot faster than it should. I want it to move at the same speed as it does when only the Up arrow is pressed. I think I need to normalize something somewhere but not sure what and not sure where. Have tried various combinations without success so if anyone can point me in the right direction that would be great. Thanks. My code #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { if( KEY_DOWN(VK_UP)) MovePlayer(D3DXVECTOR3(0, 0, -1.0f)); if( KEY_DOWN(VK_DOWN)) MovePlayer(D3DXVECTOR3(0, 0, 1.0f)); switch( msg ) { case WM_MOUSEMOVE: ProcessMouseInput(); } } void MovePlayer( D3DXVECTOR3 in_vec ) { D3DXMATRIX CameraRot; D3DXMatrixRotationY(&CameraRot,D3DXToRadian(AngleY)); D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&in_vec,&CameraRot); CameraPos += (m_timeElapsed * CameraRotTarget); } void ProcessMouseInput() { GetCursorPos( &CurrentMouseState ); if ((CurrentMouseState.x != GameMouseState.x) || (CurrentMouseState.y != GameMouseState.y)) { int dx = CurrentMouseState.x - GameMouseState.x; int dy = CurrentMouseState.y - GameMouseState.y; AngleY+=m_timeElapsed*dx*7.0f; } GameMouseState = CurrentMouseState; // Set back to window center in Render function } VOID UpdateCamera() { D3DXVECTOR3 CameraOrigTarget(0, 0, -1); D3DXVECTOR3 CameraOrigUp(0, 1, 0); D3DXMATRIX CameraRot; D3DXMATRIX CameraRotX; D3DXMatrixRotationX(&CameraRotX,D3DXToRadian(AngleX)); D3DXMATRIX CameraRotY; D3DXMatrixRotationY(&CameraRotY,D3DXToRadian(AngleY)); CameraRot = CameraRotX * CameraRotY; D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&CameraOrigTarget,&CameraRot); D3DXVECTOR3 CameraTarget; CameraTarget = CameraPos + CameraRotTarget; D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &CameraPos, &CameraTarget, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); }

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  • How can I find the closest vector to another in a specific direction?

    - by Sniper
    Perhaps I am not phrasing it incorrectly in my searches, but I can not find anything on this. I have a vector3 with a specific direction that it is facing, I want to get the closest object to that position in that specific direction. Basically I want to get the object that is being aimed at. I have thought about finding all objects within a box and then finding the closest object to my vector from them results, but I am sure that there is a more efficient way. The Z axis is optional, the objects are most likely within a few meters of the search vector. http://i.stack.imgur.com/FafAu.jpg

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  • Cinema4D for game development tutorials anyone ?

    - by George Profenza
    Hi, I started to learn Cinema 4D. I've noticed it's really easy to use for motion graphics, but I want to use it for modeling for games/realtime 3d engines. Before I used 3dsmax and it was easy to estimate how a model would look/behave in a 3d engine. The two main things I did was displaying Polygon triangles and displaying the Polygon Count. I've found the Total Polygons tick in HUD settings in Cinema 4D, but I can't find any display mode that will show triangles. Is there there a way to display triangle faces/not quads in Cinema4D ? If so how ? There is a Triangulate function, but I'd rather not Triangulate/Untriangulate all the time, especially since it's converting back and forth between the two doesn't always produce the same result.

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  • alot questings since i wanted to make a new SSB game or mario game(that use 3d models) [closed]

    - by user20465
    i have just started to study programming and i know already ppl will say why make a so big project like as a SSB game for a noob game development? cuz i always wanted a SSB engine like as Mugen is a fighter game engine but is not like as SSB´s gameplay + is not using 3d models too so i will call it SSBmugen(until i find a better title for it i got afew ideas for titles) also i wanted to make this game so it can use SSBbrawl files(models+animations mainly) the moveset+Stage coding files i wanted to redo cuz so anything can be possible like make a teleporter or a pipe teleporter(like as Super mario bros game) on a stag e or make some stuff there is impossible in SSBbrawl for moveset coding but is not in SSBmugen like make so a char. summon a Clone and the clone will do a attack and then is gone or some attacks/moves also i will make a moveset/stage Coding editor so it will be really easy to make moveset/stages coding for yours 3d models/animations moveset+stage Coding i mean: hitboxes/hurtboxes/moving Stuff/moving bones like cape or hair bones that is moving by wind effects or falling or other stuff like that/other stuff that needed to be coded i have planed to make a editor(for moveset/char. coding) or add the editor in brawlbox for my game so other ppl can easy make moveset/stages Coding to they´s models/animations so it will be easy so even kids can make a custom movesets/stages why using SSBbrawl files?: cuz ppl have made alot of models or textures/custom movesets/custom stages like goku/other anime/not brawl stuff for super smash bros brawl hacking(a.k.a modding) so ppl dont have to redo anything if they wanted to have the custom models or textures/custom movesets/custom stages from SSBbrawl to SSBmugen +there is the program named brawlbox that can open brawl files like model/animations and can edit models or animations and import models from 3ds max to be the right model format for SSBbrawl and i also wanted it so easy to add(a.k.a installer) Recolours or alt. models(like as oneslot doctor mario model over mario´s boneset) or textures/Movesets/new char. slots/new stages so easy so you only needing to download themplace them in right foldername them the right nameStart the gameRecolours or alt. models or textures/Movesets/new char. slots/new stages works an loading right so you wont needing to edit any files for add something so kids/not so smart ppl can easy use the mods other ppl is making/uploading for this game here is the file format i wanted to know if they can be readed/opened if making a game that use these files: .mld0(brawl model file) .chr0(model animation for moving/scale/rota the bones) .srt0(animations for texture like moving eyes or blinking) .vis0(Animations for get polygons to hide/show with visibilitybones on the model there is also some polygons there ) .brres(a file format where stuff like model files or textures or animations is inside) .pac(a file format where the .brres is inside to keep model+textures+model for the shadow in 1 file) .wav (for SoundFX effects or voices to char. or stages) i am sure that one is possible the .wav files is inside a other file format for brawl but that file can´t you add more .wav files inside only replace so i wanted the .wav files outside so its easy to add/replace/remove SoundFX effects or voices to char. or stages .brstm(brawl music file so the music is looped perfect so it loop in middel of the music and not start over again then the music is done) afew more file formats (mainly for the Graphics effects like fire/aura/hit effects if not needing to redo them)so only coding in the editor i will make is needed to be done for port a SSBB hack(a.k.a mod)(moveset/stage coding) to this game wanted the game to be able to load these files and load them right like if loading wait1.chr0(idle animation) it will also load at same time wait1.srt0/wait1.vis0 and all kinda of animations is inside the same .brres file i am needing since it to be able to load the file format i wanted cuz: -the animations can´t be converted to any other animation file format and i dont think ppl want to redo these animations(inc. me for Goku to SSBbrawl) -models can be converted but then they lose all the shader/materials stuff like a shine effect or lighting on the model -.brstm can be converted to .wav but then there will be no loop so i prefer it can load this file format too for the music to stage/menu -brawlbox is really easy to use for make animation for the char. and import models from 3ds max so even around "not too stupid" 10 year kids can make SSBB mods(not try to be rude but to say how easy it is) also i wanted the folder setup for characters/stages/moveset/other stuff to be like this: https://www.dropbox.com/s/2oolm5z5ri234tz/SSBmugen%20Folder%20setup.txt just uploaded a txt file since it is a wall of text and this post is already a wall of test so it easy to place stuff (if not i do a program for to that so it auto place the stuff on right place) not 100% sure what to use of game engine to make this possible but i got a dll file from that brawlbox program that can open/read/edit these file formats if that helps i also got open source of brawlbox i have kinda learned programming(since its kinda the same thing but still not 100% same) from Super smash bros modding/hacking like coding a moveset for the new animations/models + have readed alittle about it but i am soon starting for real to study it for ppl who is alittle confuse for what i am asking for here is the list: -what game engine should i use to make a SSB clone? but at same time to make all this stuff i just said possible so ppl can make they own mods and share them and use the already made mods from SSBbrawl? and easy to use aswell so noob programmors can use it? -where to learning programming on internet to be even more ready to make a game like this? and dont wanted to start in the small like making small boring 2d games that no one care about anyway ps. i am also planing a other project like as SSBmugen but it will be Super mario bros open (again tittle unsure but open means open source) i will make a Mario game engine that also use 3d models and can have 2d or 3d gameplay with any mario powerups/gameplay(from any mario platform games) there is ever made multiplayer like as in New super mario bros wii maybe multiplay over lan or online but for now over 1 PC also alittle planed for that to my SSBmugen a Level/world map editor for it too(easy to use so even kids can use it and make levels for it) so it just place the objects/enemies and options for them enemies since they are not 100% same AI in all mario game like to choose a goomba have AI from SM64 the Editor will be able to change the gameplay on a level while have a other gameplay on a other level like this: 1 level have Super mario bros 3 gameplay (then it will be a 3d model remake) a other level have super mario galaxy gameplay but in a Super mario 3d land level yet a other level have super mario 64 gameplay but with powerups from a other mario game like powerups from mario 3d land or can ride on Yoshi so you can easy remake your fav. level from a old mario game in this mario engine/editor or just make a custom one with yours fav. mario gameplay/powerups so it will be like turn off/on: walljump/triple jump/other kinda or jumps/2x punch and 1 kick+Air kick/SMG spin attack/Fludd/other stuff like that so you can make the gameplay from the first mario game to the newest or make custom gameplay on a level also the star(from 64/sunshine/galaxy) will be replaced with the flag from new super mario bros/mario 3d land since the game is not so much about getting stars its more about making/download the levels you wanted and share them to other ppl and play these level so after have killed like the boss from SM64 bomb omb field(if one have made that) you will get the flag instead of star since i wanted it to be simple to make levels in the editor to make the bosses/new enemies/new powerups/custom char. idk what to do to make that simple yet also thinking the mario game will use brawl files since it almost already got all needed animations/models for this since i dont wanted to redo animations/models and if needing more animations i can just make them easy in brawlbox since thats the program i am most used to make animations but that will be after my SSBmugen project if not this game will be easyer then SSBmugen to make since i am planing then 1 of them is done i use the that game as base to make the other (since both is kinda platfrom games and possible using same file format for both) also wanted to ask what is best to start with out of these 2 games? also will maybe make a DLC site(or ingame) for both of these games if they get done so it wont end up like as Mugen where you needing to look all over the internet to find the stuff you wanted but for my game all the mods for my game is on same place not sure about online mode for SSBmugen or super mario bros open but i can always add that then i get better at programming both games also need to have options on controls/if using joystick also that i have planed these game for a long time and got even more ideas for them but first i wanted to get them to work so i can add the other stuff later(like DLC or online mode or some other stuff later) right now i know 0,0001% to programming(in my option) maybe i know more then that since i have been study it alittle but i learning while making stuff like this that was also my plan for make these game learn while making them and get better to programming so again i say it i kinda dont want to hear dont do these projects cuz i already know it will be hard so dont wanted so much to heard stuff like: you can´t do it since you just started learning programming or this project will fail since somewhere i needing to get started with programming and this is where i want to start to make my dream games(possible other´s dream games too) and i dont think this project will fail if i work hard on it (as i possible will) and ppl will maybe help i think this was all my questing/ideas for now (sorry for it sounds more like ideas then questings) but i needing to say my ideas so you ppl can see what i needing to use for make this possible

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  • opengl 3d texture issue

    - by user1478217
    Hi i'm trying to use a 3d texture in opengl to implement volume rendering. Each voxel has an rgba colour value and is currently rendered as a screen facing quad.(for testing purposes). I just can't seem to get the sampler to give me a colour value in the shader. The quads always end up black. When I change the shader to generate a colour (based on xyz coords) then it works fine. I'm loading the texture with the following code: glGenTextures(1, &tex3D); glBindTexture(GL_TEXTURE_3D, tex3D); unsigned int colours[8]; colours[0] = Colour::AsBytes<unsigned int>(Colour::Blue); colours[1] = Colour::AsBytes<unsigned int>(Colour::Red); colours[2] = Colour::AsBytes<unsigned int>(Colour::Green); colours[3] = Colour::AsBytes<unsigned int>(Colour::Magenta); colours[4] = Colour::AsBytes<unsigned int>(Colour::Cyan); colours[5] = Colour::AsBytes<unsigned int>(Colour::Yellow); colours[6] = Colour::AsBytes<unsigned int>(Colour::White); colours[7] = Colour::AsBytes<unsigned int>(Colour::Black); glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colours); The colours array contains the correct data, i.e. the first four bytes have values 0, 0, 255, 255 for blue. Before rendering I bind the texture to the 2nd texture unit like so: glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_3D, tex3D); And render with the following code: shaders["DVR"]->Use(); shaders["DVR"]->Uniforms["volTex"].SetValue(1); shaders["DVR"]->Uniforms["World"].SetValue(Mat4(vl_one)); shaders["DVR"]->Uniforms["viewProj"].SetValue(cam->GetViewTransform() * cam->GetProjectionMatrix()); QuadDrawer::DrawQuads(8); I have used these classes for setting shader params before and they work fine. The quaddrawer draws eight instanced quads. The vertex shader code looks like this: #version 330 layout(location = 0) in vec2 position; layout(location = 1) in vec2 texCoord; uniform sampler3D volTex; ivec3 size = ivec3(2, 2, 2); uniform mat4 World; uniform mat4 viewProj; smooth out vec4 colour; void main() { vec3 texCoord3D; int num = gl_InstanceID; texCoord3D.x = num % size.x; texCoord3D.y = (num / size.x) % size.y; texCoord3D.z = (num / (size.x * size.y)); texCoord3D /= size; texCoord3D *= 2.0; texCoord3D -= 1.0; colour = texture(volTex, texCoord3D); //colour = vec4(texCoord3D, 1.0); gl_Position = viewProj * World * vec4(texCoord3D, 1.0) + (vec4(position.x, position.y, 0.0, 0.0) * 0.05); } uncommenting the line where I set the colour value equal to the texcoord works fine, and makes the quads coloured. The fragment shader is simply: #version 330 smooth in vec4 colour; out vec4 outColour; void main() { outColour = colour; } So my question is, what am I doing wrong, why is the sampler not getting any colour values from the 3d texture? [EDIT] Figured it out but can't self answer (new user): As soon as I posted this I figured it out, I'll put the answer up to help anyone else (it's not specifically a 3d texture issue, and i've also fallen afoul of it before, D'oh!). I didn't generate mipmaps for the texture, and the default magnification/minification filters weren't set to either GL_LINEAR, or GL_NEAREST. Boom! no textures. Same thing happens with 2d textures.

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  • Transition from 2D to 3D later in game development

    - by Axarydax
    Hi, I'd like to work on a game, but for rapidly prototyping it, I'd like to keep it as simple as possible, so I'd do everything in top-down 2D in GDI+ and WinForms (hey, I like them!), so I can concentrate on the logic and architecture of the game itself. I thinking about having the whole game logic (server) in one assembly, where the WinForms app would be a client to that game, and if/when the time is right, I'd write a 3D client. I am tempted to use XNA, but I haven't really looked into it, so I don't know if it won't take too much time getting up to speed - I really don't want to spent much time doing other stuff than the game logic, at least while I have the inspiration. But I wouldn't have to abandon everything and transfer to new platform when transitioning from 2D to 3D. Another idea is just to get over it and learn XNA/Unity/SDL/something at least to that level so I can make the same 2D version as I could in GDI+, and I won't have to worry about switching frameworks anymore. Let's just say that the game is the kind where you watch a dude from behind, you run around the gameworld and interact with objects. So the bird's eye perspective could be doable for now. Thanks.

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  • My 3D object (opengl es) is disappearing behind the iPhone camera view

    - by KLC
    I have an augmented reality iPhone app that I am converting from Core Animation to OpenGL ES 1.1. I have added code that has been modified from the Apple OpenGL template. My problem is that my 3D object , when translating along the negative Z-axis (away from the user), appears to disappear into the camera view, until its completely gone. I have experimented with several solutions, but to no avail. What I have determined: Using the 3D icosahedron from Jeff Lamarche's blog here, the object starts it at 0,0,0 and then translates with decreasing z coordinates. By the time the z value reaches -2.0f, the object is gone. It appears as if it is disappearing behind the camera view. This is how I set my frustrum & viewport (unchanged from Apple's code) glMatrixMode(GL_PROJECTION); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); //Grab the size of the screen CGRect rect = self.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); What I have tried: The camera view is the main view and several other views are added to it as subviews, including the openGLView. I have commented those views out for test purposes. I have applied CATransforms to move the openGLView in the z direction -500 and +500, and done the same to the camera view. I have also changed the zFar in the above code to 1.0f, and it still disappears at z position of -2.0, which doesn't make sense (shouldn't it disappear at z=1.0?) My experimentation has got me more confused than when I started ( which usually means I am missing a key piece, but I can't figure out what). Thanks for your help.

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  • Method of transforming 3D vectors with a matrix

    - by Drew Noakes
    I've been doing some reading on transforming Vector3 with matrices, and am tossing up digging deeper into the math and coding this myself versus using existing code. For whatever reason my school curriculum never included matrices, so I'm filling a gap in my knowledge. Thankfully I only need a few simple things, I think. Context is that I'm programming a robot for the RoboCup 3D league. I'm coding it in C# but it'll have to run on Mono. Ideally I wouldn't use any existing graphics libraries for this (WinForms/WPF/XNA) as all I really need is a neat subset of matrix transformations. Specifically, I need translation and x/y/z rotations, and a way of combining multiple transformations into a single matrix. This will then be applied to my own Vector3 type to produce the transformed Vector3. I've read different advice about this. For example, some model the transformation with a 4x3 matrix, others with a 4x4 matrix. Also, some examples show that you need a forth value for the vector's matrix of 1. What happens to this value when it's included in the output? [1 0 0 0] [x y z 1] * [0 1 0 0] = [a b c d] [0 0 1 0] [2 4 6 1] The parts I'm missing are: What sizes my matrices should be Compositing transformations by multiplying the transformation matrices together Transforming 3D vectors with the resulting matrix As I mostly just want to get this running, any psuedo-code would be great. Information about what matrix values perform what transformations is quite clearly defined on many pages, so need not be discussed here unless you're very keen :)

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  • Simulating 3D 'cards' with just orthographic rendering

    - by meds
    I am rendering textured quads from an orthographic perspective and would like to simulate 'depth' by modifying UVs and the vertex positions of the quads four points (top left, top right, bottom left, bottom right). I've found if I make the top left and bottom right corners y position be the same I don't get a linear 'skew' but rather a warped one where the texture covering the top triangle (which makes up the quad) seems to get squashed while the bottom triangles texture looks normal. I can change UVs, any of the four points on the quad (but only in 2D space, it's orthographic projection anyway so 3D space won't matter much). So basically I'm trying to simulate perspective on a two dimensional quad in orthographic projection, any ideas? Is it even mathematically possible/feasible? ideally what I'd like is a situation where I can set an x/y rotation as well as a virtual z 'position' (which simulates z depth) through a function and see it internally calclate the positions/uvs to create the 3D effect. It seems like this should all be mathematical where a set of 2D transforms can be applied to each corner of the quad to simulate depth, I just don't know how to make it happen. I'd guess it requires trigonometry or something, I'm trying to crunch the math but not making much progress. here's what I mean: Top left is just the card, center is the card with a y rotation of X degrees and right most is a card with an x and y rotation of different degrees.

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  • 3D coordinate of 2D point given camera and view plane

    - by Myx
    I wish to generate rays from the camera through the viewing plane. In order to do this, I need my camera position ("eye"), the up, right, and towards vectors (where towards is the vector from the camera in the direction of the object that the camera is looking at) and P, the point on the viewing plane. Once I have these, the ray that's generated is: ray = camera_eye + t*(P-camera_eye); where t is the distance along the ray (assume t = 1 for now). My question is, how do I obtain the 3D coordinates of point P given that it is located at position (i,j) on the viewing plane? Assume that the upper left and lower right corners of the viewing plane are given. NOTE: The viewing plane is not actually a plane in the sense that it doesn't extend infinitely in all directions. Rather, one may think of this plane as a widthxheight image. In the x direction, the range is 0--width and in the y direction the range is 0--height. I wish to find the 3D coordinate of the (i,j)th element, 0

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  • OpenGL ES and real world development

    - by Mark
    Hi Guys, I'm trying to learn OpenGL ES quickly (I know, I know, but these are the pressures that have been thrusted upon me) and I have been read around a fair bit, which lots of success at rendering basic models, some basic lighting and 'some' texturing success too. But this is CONSTANTLY the point at which all OpenGL ES tutorials end, they never say more of what a real life app may need. So I have a few questions that Im hoping arent too difficult. How do people get 3d models from their favorite 3d modeling tool into the iPhone/iPad application? I have seen a couple of blog posts where people have written some python scripts for tools like Blender which create .h files that you can use, is this what people seem to do everytime? Or do the "big" tooling suites (3DS, Maya, etc...) have exporting features? Say I have my model in a nice .h file, all the vertexes, texture points, etc.. are lined up, how to I make my model (say of a basic person) walk? Or to be more general, how do you animate "part" of a model (legs only, turn head, etc...)? Do they need to be a massive mash-up of many different tiny models, or can you pre-bake animations these days "into" models (somehow) Truely great 3D games for the iPhone are (im sure) unbelievably complex, but how do people (game dev firms) seem to manage that designer/developer workflow? Surely not all the animations, textures, etc... are done programatically. I hope these are not stupid questions, and in actual fact, my app that Im trying to investigate how to make is really quite simple, just a basic 3D model that I want to be able to pan/tilt around using touch. Has anyone ever done/seen anything like this that I might be able to read up on? Thanks for any help you can give, I appreciate all types of response big or small :) Cheers, Mark

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  • 3d Studio Max and 2+CPUs - Core limit ?

    - by FreekOne
    Hi guys, I am scouting for parts to put in a new machine, and in the process, while looking at different benchmarks I stumbled upon this benchmark and it got me a bit worried. Quote form it: Noticably absent from this review is an old-time favorite, 3ds Max. I did attempt to run our custom 3ds Max benchmark on both the 2009 and 2010 versions of the software, but the application would simply not load on the Westmere box with hyper-threading enabled. Evidently Autodesk didn't plan far enough ahead to write their software for more than 16 threads. Once there is an update that addresses this issue, I will happily add 3ds Max back into the benchmarking mix. Since I was looking at dual hexa-core Xeons (x5650), that would put my future machine at 24 logical cores which (duh) is well over 16 cores and since I'm mostly building this for 3DS Max work, you can see how this would seriously spoil my plans. I tried looking for additional information on this potential issue, but the above article seems to be the only one who mentions it. Could anyone who has access to a 16 core machine or an in-depth knowledge about 3DS Max please confirm this ? Any help would be much appreciated !

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  • Vmware server - 3d graphics upgrade like WKS 7 and vmware player

    - by jimbo45
    Hi all Anybody have an idea as to when VMWARE SERVER will have an upgrade to support 3-d graphics etc. I have created some W7 VM's under WKS7 and an upgraded vmware tools -- the W7 VM's run full aero etc. I believe that vmware tools and graphics for VM's running under vmware server are at the WKS 6.5 level -- hence problems can occur. Any info on an upgrade. Cheers jimbo

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  • Why use 3d matrix and camera in 2D world for 2d geometric figures?

    - by Navy Seal
    I'm working in XNA on a 2d isometric world/game and I'm using DrawUserPrimitives to draw some geometric figures... I saw some tutorials about creating dynamic shadows but I didn't understood why they use a "3d" matrix to control the transformations since the figure I'm drawing is in 2d perspective. I know I'm drawing a 2d figure in 3d but I still can't understand if I really need to work with the matrix. Is there any advantage in using a 3d Matrix to control camera and view? Any reason why I can't just update my vertex's positions by using a regular method since the view is always the same... And since I want to work only with single figures, won't this cause all the geometric figures have the same transformations simultaneously? To understand better what I mean here's a video http://www.youtube.com/watch?v=LjvsGHXaGEA&feature=player_embedded

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  • How to play an MKV 3D side-by-side video?

    - by djechelon
    I have a video in Matroska format (MKV, file extension .mkv), 3D half-SBS, where the 1280x720 frame shows the left-eye frame on the left and the right-eye frame on the right. I don't have a 3DTV, but I have NVidia 3D Vision: I tried to open it with PowerDVD 10 with no result (program hangs). With the same PowerDVD, I tried to play the Avatar 3D trailer downloaded from YouTube (MP4 format), but it now shows it the two frames. PowerDVD 10 is advertised to support 3D and 3D Vision. Why can't I play these videos? NVidia Stereoscopic player plays the Avatar trailer fine, but it doesn't support MKV.

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  • VLC opening direct 3d output windows

    - by FrozenKing
    As you can in this above image there are two windows of vlc player, I just want to get rid of the other vlc direct3d output window. VLC version is latest i.e. 2.0.1. If I change the video output to some other also; this thing doesn't change. Only the title changes i.e. now it is direct3d output then it will change to openGL or as per the selected output video option. This happens when I play *.mov files.

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  • Displair : l'affichage 3D multi-touch devient une réalité commerciale, 1500 points de contact sur une surface allant jusqu'à 142 pouces

    Displair : l'affichage multi-touch en 3D en phase de devenir une réalité commerciale 1500 points de contact sur une surface allant jusqu'à 142 pouces Interagir avec un affichage volumétrique en 3D à la Minority Report devient-il une réalité fiable et commerciale ? Une société russe « Displair » dévoile en tout cas un système d'affichage qui s'en approche grandement. Displair utilise des projections laser sur une couche de brouillard froid pour reproduire des objets 3D dans le vide. Ce genre d'affichage holographique a fait ses balbutiements il y a bientôt une décennie et le produit n'aurait pas été aussi impressionnant sans une détection avancée du mouvement....

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  • Unity sera compatible avec Windows 8 et Windows Phone 8, les applications utilisant le moteur de jeux 3D pourront être portées sur l'OS

    Unity sera compatible avec Windows 8 et Windows Phone 8 les applications utilisant le moteur de jeux 3D pourront être portées sur l'OS mobile Bonne nouvelle pour les gamers et les développeurs de jeux utilisant la plateforme Unity. David Helgason, le PDG de Unity Technologies a annoncé que l'outil sera bientôt compatible avec Windows Phone 8 et Windows 8. Unity est une boite à outils regroupant un logiciel 3D temps réel et multimédia, ainsi qu'un moteur 3D utilisé pour la création des jeux en réseaux, d'animation en temps réel et de contenu interactif. La plateforme permet de construire des jeux multiplateformes pouvant fonctionner sur Windows, Mac OS X, iOS, Android, Xbox 360, Wii, etc.

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