This is a purely math question, I believe.
I have a camera object in an arbitrary coordinate system. I have the direction vector of the camera, and I have a vector that points in the direction of north along the surface of the sphere.
I wish to calculate the angle of the camera in regards to the north vector. Is there a simple way to c...
Hello,
I'm implementing a web application that is written in C++ using CGI.
Is it possible to use a 3D drawn GUI that also has animations?
Should I just include some kind of mechanism that generates animated gifs and uses an image map?
Is there another, more elegant way of doing this?
EDIT:
So it sums up to Java or Silverlight or Flash ...
I know how to rotate image on any angle with drawTexturePath:
int displayWidth = Display.getWidth();
int displayHeight = Display.getHeight();
int[] x = new int[] { 0, displayWidth, displayWidth, 0 };
int[] x = new int[] { 0, 0, displayHeight, displayHeight };
int angle = Fixed32.toFP( 45 );
int dux = Fixed32.cosd(angle );
int dvx = -Fix...
I making a very simple 3d scene, having 5 points in world coordinates. I'd like to navigate across the scene so I'm defining a camera with both an UP and OUT vector. With this information I generate a rotation matrix in every frame, which I'll apply to the vectors in order to get the camera coordinates.
The question is: I've read about ...
One thing I always shy away from is 3d graphics programming, so I've decided to take on a project working with 3d graphics for a learning experience. I would like to do this project in Linux.
I want to write a simple 3d CAD type program. Something that will allow the user to manipulate objects in 3d space. What is the best environment ...
Basically I have been trying to forge an understanding of matrix maths over the last few weeks and after reading (and re-reading) many maths heavy articles and documentation I think I have an adequate understanding, but I just wanted to make sure!
The definitions i have ended up with are:
/*
Minor
-----
-A determinant of a sub matri...
I need to flip a quaternion from right:
x = left to right
y = front to back
z = top to bottom
to left handed coordinates where:
x = left to right
y = top to bottom
z = front to back
How would I go about doing this?
...
Hi,
I've got a method that transforms a number of cylinders. If I run the method a second time it transforms the cylinders from their original position rather than their new position.
Is there anyway of 'applying' the transformation so that it changes the underlying values of the cylinders so that I can re-transform from the new val...
I have a scene inside of a TransformGroup that allows the mouse to zoom/rotate/pan.
I need to set the camera position back far enough that I can see the entire scene, which I do with the following code:
// Position the position from which the user is viewing the scene
ViewingPlatform viewPlatform = universe.getViewingPlatform...
Is there a simple way of rendering to a BufferedImage in Java3D?
I know you can extend Canvas3D, but it seems cumbersome if I just want to render directly.
...
Hi,
Given two planes positioned and rotated arbitrary to each other, I'm trying to determine which vertices should be connected. The image below (planes in black, connecting edges in red) illustrates two examples on how the planes might look:
Comparing the distances between vertices won't work as the planes are not (necessarily) posi...
The overall goal I'm trying to accomplish is to implement a customizable avatar system where one can change height, weight, body type, etc. How is this done? As a simple example, when you change the height of an avatar you don't want the head/eyes/fingers/etc to get stretched out, you only want the torso and legs to change size and hav...
Hi,
I'm trying to read the output from a geometry shader which is using stream-output to output to a buffer.
The output buffer used by the geometry shader is described like this:
D3D10_BUFFER_DESC vbdesc =
{
numPoints * sizeof( MESH_VERTEX ),
D3D10_USAGE_DEFAULT,
D3D10_BIND_VERTEX_BUFFER | D3D10_BIND_STREAM_OUTPUT,
...
I'm not sure exactly how to explain this but hopefully you'll understand what I mean.
Basically I've drawn a cube and want to drag the mouse around to view all the sides.
Rotating only horizontally or vertically is fine, but if I try to combine these then things go a little weird.
e.g. if I rotate 180 degrees vertically (to get 'upside...
does anyone know where I can learn to create and manipulate animations in c++ for the purpose of game development?
...
Hello,
About half of my meshes are using triangles, another half using triangle fans.
I'd like to offload these into a vertex buffer object but I'm not quite sure how to do this. The triangle fans all have a different number of vertices... for example, one might have 5 and another 7.
VBO's are fairly straight forward using plain tri...
Hi,
I want to project a grid on the xz-plane like shown here:
http://habibs.files.wordpress.com/2009/07/2-1.jpg
To do that, I created a vertex grid with x and z range [-1|1]. In the shader I multiply the xz screen coordinate of a vertex with the inverse of the View-Projection matrix. Then I want to adjust the height, depending on the n...
This is sort of a homework question, however no expectations for code or whatever just an idea or hint towards the following problem.
I have a set of cubes in 3D world coordinates and i have to display them using two projections in two separate areas, parallel and perspective. The parallel went fine, no problems there, however displayin...
I've implemented a 3D strange attractor explorer which gives float XYZ outputs in the range 0-100, I now want to implement a colouring function for it based upon the displacement between two successive outputs.
I'm not sure of the data structure to use to store the colour values for each point, using a 3D array I'm limited to rounding t...
I've got a project that heavily utilizes the new 3d artwork tools in Flash CS4. My question is has anyone done any tests to see if Flash is quicker with raster or vector graphics? My SWF really bogs down on slower machines.
Thanks!
...