I want to show a box in 3d on my website, and I was thinking to do it in Flash. How I can show a 3d model?
I need something very simple, it's a textured cube, no interaction required, just let the user pan and zoom.
There is a 3ds viewer in flash or something like that?
Java is also ok (but flash is preferred)
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Hello.
I've done some apps on iPhone using Objevtive-C and Cocos2d, and I'd like to start learning 3D.
My first goal is to make a very simple app that:
- Displays a 3D cube in the center of the screen.
- And move the camera around the cube
I want something very simple: no texture, no background.
Where should I start to be able to do th...
Hi -
I have a 3d model imported from a .w3d file. I want to derive a bounding box for an arbitrary model or group, or any other sense of its actual extent. I can get a bounding sphere simply via the boundingSphere property, but I can't find any way to otherwise introspect the model's dimensions.
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I want to make an flipping card object which has three sides, basic requirement is like below
as in image, I want to rotate from horizontal center of card but I can not find any way to change orientation of rotation except put card in an container and set its x to -(width/2) I am using appendRotation method after setting its z compone...
I have a problem with lighting in my OpenGL application. When one of the vertices of a drawn polygon goes outside the front clip plane (or has z<0, I'm not sure which), the polygon stops being lighted properly.
This however happens on only one machine I tested, with Intel GMA950 card. On nVidia and ATI cards everything looks fine.
I gu...
Hi there.
I'm looking for an algorithm to fit a bounding box inside a viewport (in my case a DirectX scene). I know about algorithms for centering a bounding sphere in a orthographic camera but would need the same for a bounding box and a perspective camera. I can not just change the FOV because this app has FOV as a user editable varia...
I have a mesh defined by 4 points in 3D space. I need an algorithm which will subdivide that mesh into subdivisions of an arbitrary horizontal and vertical size. If the subdivision size isn't an exact divisor of the mesh size, the edge pieces will be smaller.
All of the subdivision algorithms I've found only subdivide meshes into exact ...
Hello, I'm using OpenGL with gluPerspective, what would I need to do to make it use an axis-system which the origin is top left instead of bottom left?
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Hello, I realise there are numerous questions on here asking about choosing between XNA and SlimDX, but these all relate to game programming.
A little background: I have an application that renders scenes from XML descriptions. Currently I am using WPF 3D and this mostly works, except that WPF has no way to render scenes offscreen (i.e....
Hey, I'm trying to take a simple image, something like a black background with colored blocks representing walls. I'm trying to figure out how to go about starting on something like this. Do I need to parse the image and look at each pixel or is there an easier way to do it?
I'm using Java3D but it doesn't seem to have any sort of built ...
I have two vectors describing rotations; a start rotation A and a target rotation B. How would I best go about interpolating A by a factor F to approach B?
Using a simple lerp on the vectors fails to work when more than one dimension needs to be interpolated (i.e. produces undesirable rotations). Maybe building quaternions from the rota...
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...
Although the context of this question is about making a 2d/3d game, the problem i have boils down to some math.
Although its a 2.5D world, lets pretend its just 2d for this question.
// xa: x-accent, the x coordinate of the projection
// mapP: a coordinate on a map which need to be projected
// _Dist_ values are constants for the projec...
Hello all,
I need to use Mesa3D for a cross platform application(windows and Mac only) which uses only offline software rendering. The reason I wanted to use Mesa3D is because it has the same Drawing calls as OpenGL and they are really easy. Now I know that Apple itself has a software implementation (which I heard is flaky), but I prefe...
I use slerp to interpolate between two quaternions representing rotations. The resulting rotation is then extracted as Euler angles to be fed into a graphics lib. This kind of works, but I have the following problem; when rotating around two (one works just fine) axes in the direction of the green arrow as shown in the left frame
here
...
I'm a developer for just about 6 months now, and since I enjoy programming I've started little programs such as encripters, calculators, tools, stuff to play with DropBox (hehe), stuff that play with bitmaps, drawing graphics, and even a program to update the MSN display image according to the artwork of the music you're listening yo on...
Hi,
I am looking for a C++ library to triangulate and simplify 3D mesh. My 3D meshes are potentially huge (around 3 millions vertices). It should ideally be open source. Any idea?
Best regards.
K.
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Hello,
I've written a C++ library that reads in this 3d model file (collada DAE). uptil now, I would output a list of triangles and handle each of them at rendering stage.
But now, I need to attach some Bounding sphere information with the imported model. I need some advice on how should I organize this in code. Here are some specs of...
This is a 3d n00b question.
I'm working on a WPF control which implements the basics of Silverlight's PerspectiveTransform feature, allowing a 2D plane to be rotated on any of the three axes. It works pretty well. However I'm a little stuck on the math required to determine whether or not the back of the plane is showing. My naive code ...
I have 2 (or more) intersecting meshes, which require joining into 1 mesh object. I want to have some control over the resulting seam vertex insertion, so looking to write myself rather than use a library.
Has anyone come across some open source code to base the algorithm on / ideas on the process? Initial impressions are:
1. Present in...