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  • How to get visible size of DisplayObject with perspective projection

    - by Ain
    The following is entirely a math question. As we know, PerspectiveProjection delivers perspective transformations in 3D represented by the interdependent values of fieldOfView and focalLength according to the following formula: focalLength = stageWidth/2 * (cos(fieldOfView/2) / sin(fieldOfView/2) Bjørn Gunnar Staal has prepared a good image to illustrate the situation. Q: How to get the visible on-screen size of the DisplayObject (Cube on the above-linked image) to which PerspectiveProjection has been applied?

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  • What language to use for developing a tiled map editor?

    - by Tamir
    Hello. I'm working on a 2D tiles-based games mixing 3D models, which I achieved using OpenGL and C++. I would like to know what language should I use for creating a map editor, it needs to be easy-to-use and with a form designer or something alike, and with an easily embedded rendering engine.

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  • Easiest way to position camera in XNA?

    - by DMan
    Everytime I load my model into XNA, I can usually see it far off in the distance. When I change some parameters and make it zoom up close, 10/10 times it's rotated funny and I'm set with the task of rotating it. Is there any easy way to do it except by experimenting? Or am I exporting it wrong (using Blender)? Is there any value I should set the objects in my 3d scene to be before exporting it so they appear 'upright'?

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  • Projection on a plane using a 2*3 matrix

    - by leipäjuusto
    Hello, I can easily draw the projection of a 3D set of points onto the plane with normal vector (1,1,1), by using the matrix (-sqrt(3)/2 sqrt(3)/2 0) (-1/2 -1/2 1). I want to do the same thing, but for a projection onto an arbitrary plane with normal vector (a,b,c) instead of (1,1,1). How to find the matrix? Thanks in advance!

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  • resampling a series of points

    - by clamp
    hello, i have an array of points in 3d (imagine the trajectory of a ball) with X samples. now, i want to resample these points so that i have a new array with positions with y samples. y can be bigger or smaller than x but not smaller than 1. there will always be at least 1 sample. how would an algorithm look like to resample the original array into a new one? thanks!

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  • Animation cycles in 3ds max 2010

    - by user22902
    Hello, I'm new to animation. I have Max 2010. Basically I have a ball and it has keyframes where it bounces and moves 15 units forward I want a way to be able to add this animation as many times as I want so it bounces and always moves 15 more units. When I shift drag my keyframes, the ball moves 15 units, then quickly goes back and moves the same 15 units. I want it to be like a bip file where it can be added relative to the current position. (Essentially creating a generic ball bounce). Thanks

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  • Cinema4D XML scene not rendering texture

    - by George Profenza
    I exported a basic Cinema4D scene as XML (File Export Cinema 4D XML) then opened up the xml in Cinema4D and it looses the reference to the texture applied. If I open up the original c4d file and render it I can see my texture applied. If I open up the exported xml file and render it the texture is missing. Any way to get around that ?

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  • PNG alpha rendered as black in Blender

    - by Camilo Martin
    I'm a Blender novice, so this is probably easy to fix. When I use a transparent PNG as a texture in Blender, the parts that should be transparent are rendered as black. This is especially confusing since in the material preview it looks as if the material would indeed be transparent. Here's a screenshot: This is the test texture, and in the right on top of a checkerboard:                        Here is the .blend file in case you want to check it:                                                      

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  • How come transparency in textures appears as white in 3ds Max?

    - by rFactor
    I have downloaded a free tree palm model that came with textures and a preview image. In the preview image the tree looks fine, but when I have deployed the textures to my scene, the leaves look green plus white, where white is the transparency area. Is there something I need to know about transparent textures? Both in the view-port and in the renderer all transparency appears as white. What could it be? Edit: The model I was talking about is implemented with two JPGs. One is textured and the other one is black-white where white represents transparency and is applied to the material in the opacity channel/map. The transparency seems to work somewhat, but there are white borders around the leaves. I think it's because the opacity channel does not properly filter out all white colors for some reason. It also seems that changing the blur affects it, but setting it to 0 does not remove it though (and makes it jaggy).

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  • Professional graphics cards a "must" for rendering static environments?

    - by Imhotep
    I'm not sure if the title is clear but with more words what I want to say is: I'm building a PC for a decorator who's main work is to render photorealistic images of house interiors. For that she uses 3dsMax and AutoCAD with Accurender and Photoshop. Is there a need for professional graphics card like Quadro series or FireGL series? Do these cards offer any improvements on rendering time or are they only used for real time rendering?

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  • Graphic Setup tune-up checklist

    - by Click Ok
    I was trying to play the game Warzone 2100 and the games runs fine, with nice speed, but the screen stays with a horizontal lines "flickering"... My PC have a integrated GeForce Go 6100 vga. Ok, not a powerfull vga, but it's not the end of the world to run a "simple" game like this (compared with another games that ask you send your eyes to purchase a expensive vga). So, I think that the problem can be of the configuration of my machine. I use it in first instance for programming jobs, so I underpay attention to video setup. I would like about a checklist to know if my PC is "ready" to games. By example, I know that I need: Lastest vga drivers Updated DirectX and OpenGL What you suggest? There is too some good programs to test performance and suggests improvements in the system? Thank you! PS: I'm using Windows 7

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  • Has anyboy been able to install Pantograph for Blender on Windows?

    - by S.gfx
    I am specially interested on if somebody is actually doing/maintaining an installer for Windows, as there are quite several issues when installing all dependencies, etc. (for example, there might be someone already doing a Installbuilder installer for it and am just not aware of the matter) If not, at least if someone got it working and has some key tip to share. I am never able to fully get it all up and running. I'd love to have a not super complex way to install each new build of this great vector rendering module for Blender. Edit- Pantograph url: http://severnclaystudio.wordpress.com/bluebeard/a-users-guide-to-pantograph/

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  • 3dmark score abnormal

    - by Sean
    I just bought a new laptop. It is core i7 3610QM.(Ivy bridge, 4 core plus hyperthreading), 8G ram, nvidia GT 610M 2GB. The OS is Win7 64bit. I ran 3dmark 11, but the score is frustrating. For 1280*720, the score is P730. It is too low right? I searched online, the score should at least above 1000. Am I right? I never use this software before. I know nvidia has optimus, so I made the laptop in high performance state and white-listed the 3dmark program. But there is no help. I am guessing 3dmark is using i7's graphic module. It cannot transform to nvidia. In the running detail of 3dmark, the graphic card cannot be identified(The row remain blank). Can anybody tell me is this the normal case? If not, can I use some other software to test if my nvidia card is working fine? If this nvidia card cannot work, I will return the new laptop asap. Thanks.

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  • How to remove seams from a tile map in 3D?

    - by Grimshaw
    I am using my OpenGL custom engine to render a tilemap made with Tiled, using a well spread tileset from the web. There is nothing fancy going on. I load the TMX file from Tiled and generate vertex arrays and index arrays to render the tilemap. I am rendering this tilemap as a wall in my 3D world, meaning that I move around with a fly camera in my 3D world and at Z=0 there is a plane showing me my tiles. Everything is working correctly but I get ugly seems between the tiles. I've tried orthographic and perspective cameras and with either I found particular sets of parameters for the projection and view matrices where the artifacts did not show, but otherwise they are there 99% of the time in multiple patterns, depending on the zoom and camera parameters like field of view. Here's a screenshot of the artifact being shown: http://i.imgur.com/HNV1g4M.png Here's the tileset I am using (which Tiled also uses and renders correctly): http://i.imgur.com/SjjHK4q.png My tileset has no mipmaps and is set to GL_NEAREST and GL_CLAMP_TO_EDGE values. I've looked around many articles in the internet and nothing helped. I tried uv correction so the uv fall at half of the texel, rather than the end of the texel to prevent interpolating with the neighbour value(which is transparency). I tried debugging with my geometry and I verified that with no texture and a random color in each tile, I don't seem to see any seams. All vertices have integer coordinates, i.e, the first tile is a quad from (0,0) to (1,1) and so on. Tried adding a little offset both to the UV and to the vertices to see if the gaps cease to exist. Disabled multisampling too. Nothing fixed it so far. Thanks.

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  • How do I use LibreOffice's 3d transitions in Impress?

    - by Lvkz
    How can I get the 3D transitions working on Impress? I got a presentation coming soon, and as a requirement of the course the professor want us to use transitions on our "Power Point" chapter, obviously I have been using LibreOffice in every exercise but the native transitions are kind of lame, so when I install the newer version of Ubuntu, always install the extra package to the transitions - I had installed the 3D package: libreoffice-ogltrans 1:3.4.3-3ubuntu2 In previous versions of Ubuntu and worked perfectly, but for some reason is not working in this release. I got LibreOffice 3.4.3, Ubuntu Oneiric Ocelot (11.10) and my hardware is not relevant because I had it working before on previous releases. I know is not critical, but for my class is a pretty important deal, and can be a perfect opportunity to show the class that the cool stuff are not only in Windows. As a recomendation of one of Eliah Kagan, I'm putting the output of: sudo lshw -C video *-display:0 description: VGA compatible controller product: Mobile 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 07 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:46 memory:f6c00000-f6ffffff memory:e0000000-efffffff ioport:efe8(size=8) *-display:1 UNCLAIMED description: Display controller product: Mobile 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2.1 bus info: pci@0000:00:02.1 version: 07 width: 64 bits clock: 33MHz capabilities: pm bus_master cap_list configuration: latency=0 resources: memory:f6b00000-f6bfffff And I'm not using Unity - it don't there anyways -, I'm using instead Gnome Shell.

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  • What is the best way to manage large 3d worlds (i.e minecraft style)?

    - by SomeXnaChump
    After playing minecraft I was marvelling a bit at their large worlds but at the same time finding it extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume its fairly slow because: A) Its written in Java, and as most of the actual spatial partitioning and other memory management activities happen in there it would be slower than a native C++ version. B) They are not partitioning their world very well I could be wrong on both assumptions, however it got me thinking about the best way to manage large worlds. As it is more of a true 3d world, where a block can exist in any part of the world, it is basically a big 3d array [x][y][z], where each block in the world has a type (i.e BlockType.Empty = 0, BlockType.Dirt = 1 etc). Now I am assuming to make this sort of world performant you would need to: a) Use a tree of some variety (oct/kd/bsp) to split all the cubes out, it seems like an oct/kd would be the better option as you can just partition on a per cube level not a per triangle level. b) Use some algorithm to work out if the blocks within the scene can currently be seen, as blocks closer to the user could obfuscate the blocks behind, making it pointless to render them. c) Keep the block object themselves lightweight, so it is quick to add and remove them from the trees I guess there is no right answer to this, but I would be interested to see peoples opinions on the subject.

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  • Haskell: "how much" of a type should functions receive? and avoiding complete "reconstruction"

    - by L01man
    I've got these data types: data PointPlus = PointPlus { coords :: Point , velocity :: Vector } deriving (Eq) data BodyGeo = BodyGeo { pointPlus :: PointPlus , size :: Point } deriving (Eq) data Body = Body { geo :: BodyGeo , pict :: Color } deriving (Eq) It's the base datatype for characters, enemies, objects, etc. in my game (well, I just have two rectangles as the player and the ground right now :p). When a key, the characters moves right, left or jumps by changing its velocity. Moving is done by adding the velocity to the coords. Currently, it's written as follows: move (PointPlus (x, y) (xi, yi)) = PointPlus (x + xi, y + yi) (xi, yi) I'm just taking the PointPlus part of my Body and not the entire Body, otherwise it would be: move (Body (BodyGeo (PointPlus (x, y) (xi, yi)) wh) col) = (Body (BodyGeo (PointPlus (x + xi, y + yi) (xi, yi)) wh) col) Is the first version of move better? Anyway, if move only changes PointPlus, there must be another function that calls it inside a new Body. I explain: there's a function update which is called to update the game state; it is passed the current game state, a single Body for now, and returns the updated Body. update (Body (BodyGeo (PointPlus xy (xi, yi)) wh) pict) = (Body (BodyGeo (move (PointPlus xy (xi, yi))) wh) pict) That tickles me. Everything is kept the same within Body except the PointPlus. Is there a way to avoid this complete "reconstruction" by hand? Like in: update body = backInBody $ move $ pointPlus body Without having to define backInBody, of course.

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  • Wpf multiple cameras

    - by melculetz
    Hello everybody, I wanted to create an WPF 3D application that allows the user to load a MeshGeometry3D and view it from 2 perspective (back and front) in the same time, in 2 different windows. First I thought of creating 2 cameras inside the same viewport, but it seams that the Viewport3D class allows a single camera. Then I tried to create 2 viewports, each with a different camera position, but I cannot add the same object in both viewports. Is there any way of seeing the same object through 2 different cameras in the same time?

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  • Repeated Scene Trees (Java3d / OpenGL)

    - by Jim
    Hello, I want to make a 3d scene that loops around on its self. That is to say, if you keep going in any direction, you will loop back to the other side. My current implementation is so bad, it's embarrassing to admit to it. I redraw the each change twenty-seven times, to make a 3x3x3 scene cube. When the user reaches the end of the middle cube, I jump them over to the other side. Maintaining consistency (let alone performance) is a nightmare. Total Disaster. This doesn't seem like it would be an unusual request, so I'm wondering if anyone knows of a more legit solution. Thanks!

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  • width of a frustum at a given distance from the near plane

    - by structolite
    I'm using CML to manage the 3D math in an OpenGL-based interface project I'm making for work. I need to know the width of the viewing frustum at a given distance from the eye point, which is kept as a part of a 4x4 matrix that represents the camera. My goal is to position gui objects along the apparent edge of the viewport, but at some distance into the screen from the near clipping plane. CML has a function to extract the planes of the frustum, giving them back in Ax + By + Cz + D = 0 form. This frustum is perpendicular to the camera, which isn't necessarily aligned with the z axis of the perspective projection. I'd like to extract x and z coordinates so as to pin graphical elements to the sides of the screen at different distances from the camera. What is the best way to go about doing it? Thanks!

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  • Projecting a targetting ring using direct3d

    - by JohnB
    I'm trying to draw a "targetting ring" on the ground below a "unit" in a hobby 3d game I'm working on. Basically I want to project a bright red patterned ring onto the ground terrain below the unit. The only approach I can think of is this - Draw the world once as normal Draw the world a second time but in my vertex shader I have the world x,y,z coordinates of the vertex and I can pass in the coordinates of the highlighted unit - so I can calculate what the u,v coordinates in my project texture should be at that point in the world for that vertex. I'd then use the pixel shader to pick pixels from the target ring texture and blend them into the previously drawn world. I believe that should be easy, and should work but it involves me drawing the whole visible world twice as it's hard to determine exactly which polygons the targetting ring might fall onto. It seems a big overhead to draw the whole world twice, once for the normal lit textured ground, and then again just to draw the targetting ring. Is there a better approach that I'm missing?

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  • Understanding OpenGL Matrices

    - by Omega
    I'm starting to learn about 3D rendering and I've been making good progress. I've picked up a lot regarding matrices and the general operations that can be performed on them. One thing I'm still not quite following is OpenGL's use of matrices. I see this (and things like it) quite a lot: x y z n ------- 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 So my best understanding, is that it is a normalized (no magnitude) 4 dimensional, column-major matrix. Also that this matrix in particular is called the "identity matrix". Some questions: What is the "nth" dimension? How and when are these applied? My biggest confusion arises from how OpenGL makes use of this kind of data.

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