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Lol, kas notiek?
Un es esmu Konami fans
33%
 33%  [ 1 ]
Vai tad ne?
66%
 66%  [ 2 ]
Total Votes : 3

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Guest






PostPosted: Sat Apr 23, 2005 9:54 am    Post subject: -



Last edited by Guest on Mon Sep 12, 2005 12:51 pm; edited 3 times in total
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Hobits
Indago organizātors


Joined: 04 Jul 2003
Posts: 491
Location: Riga

PostPosted: Sat Apr 23, 2005 10:01 am    Post subject: Re: Konamis

Boolean operaaciju praktiski modeleeshanaa izmanto ljoti reti, un es neiesaku to izmantot vispaar par cik meshs tiek konkreeti sachakareets un rezultaats, viegli runaajot, ir neprognozeejams un taalaak neizmantojams. Speeles gjemometrijai vispaar ir jaamodelee viss ar rocinjaam maksimaali kontroleejot poligonu topologjiju un skaitu.

p.s.wtf tas par poolu?
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anggelus



Joined: 23 Feb 2005
Posts: 383
Location: Rīga (LV)

PostPosted: Sat Apr 23, 2005 10:36 am    Post subject:

Ar cut vai quick slice izveido durvju formu un pēc tam izdzēs tos poligonus, kur būs durvis. Es tā daru un nekad kropļojumi neveidojas.

P.s. Prieks dzirdēt, ka kādam noder mans rakstītais piemērs. Smile Un no bump mapinga nevajag atteikties, jo pliks dinamiskais apgaismojums izskatīsies daudz sliktāk, it īpaši ja būs vertexu nevis pikseļu apgaismojums.
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Guest






PostPosted: Mon Apr 25, 2005 3:32 pm    Post subject:



Last edited by Guest on Mon Sep 12, 2005 12:47 pm; edited 1 time in total
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anggelus



Joined: 23 Feb 2005
Posts: 383
Location: Rīga (LV)

PostPosted: Mon Apr 25, 2005 4:43 pm    Post subject:

Tev vajag izveidot 4x4 matricu no kameras datiem.
Code:

mat4 modelView = rotateZXY(-camera.rotX(), -camera.rotY(), -camera.rotZ());
modelView.translate(-camera.position());

glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(modelView);

kur camera ir kameras klase, funkcijas rotX izvada kameras rotāciju pa x asi radianos, rotY un rotZ attiecīgi y un z asīm. Funkcija position() atgriež kameras pozīciju (tas pats eye vektors, kas man piemērā).
Pēc tam izveidoto matricu uzstāda ar glLoadMatrixf();
Kaut kas tamlīdzīgs, cerams, ka doma skaidra.
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