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How to...in DirectX + 3D

 
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Anonymous
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PostPosted: Fri Aug 13, 2004 8:08 am    Post subject: How to...in DirectX + 3D

Sveiki visiem! Es jau vienaa forumaa atzinos, ka esmu visas shajas lietas jauninjais , bet shii lieta tieshaam ir interesanta. Vai kaads man var pastastiit, kur var atrast (ja nav gruuti pastaastiet) informaciju par to, kaa notiek sceenas savietoshana ar D3D.

Piemeeram man ir tunelis, kursh rendereets Maxaa. Kaa es ar kameras paliidziibu varu paarvietoties pa to? Vai kamera ir 3d Maxa objekts jeb D3D objekts... Es esmu iepazinies jau ar DirectX tehnologiju bet tikai ar matricaam un virsotneem. Driiz jau buushu taalaak... Smile
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bubu
Indago Uzvarētājs
Indago Uzvarētājs


Joined: 23 Mar 2004
Posts: 3223
Location: Riga

PostPosted: Fri Aug 13, 2004 8:27 am    Post subject:

Kamera ir punkts telpā, vērsta konkrētā virzienā. Domāju, ka tai galīgi nav nekāda sakara ar 3d maxa objektu! Palasi par World space transofrmāciju uz View Space:
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Transforms/viewtranformation.asp
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/TutorialsAndSamples/Tutorials/Direct3DTutorials/3/step2.asp
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elvman
Indago Uzvarētājs
Indago Uzvarētājs


Joined: 09 Apr 2003
Posts: 1278
Location: Kuldiga

PostPosted: Fri Aug 13, 2004 11:47 am    Post subject:

Ja ta pamatos njem, tad vispar tads jedziens ka kamera nepastav. Ja tu gribi pabidit kameru pa labi, tu vienkarsi transforme matricu pa kreisi (preteji) un izskatisies ka kamera pabidijusies. Ja tu gribi kameru pabidit uz atpakalju, tu patransforme matricu uz prieksu utt. Tads objekts ka kamera pamatos nepastav. Ne nu irjau Direct3D un OpenGL tada komanda ka - EeyePosition vi glLookAt, bet vinjas dara to pasu ko es jau augstak mineju - transforme scenu.
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