why so much hate ?
I don't understand why but see my rendered monsters ...
( replaced images by error ) a skeleton : http://www.projecteq.net/files/sandy/skelette.jpg why do they render so ugly ??? =( see my code, I tried to follow what's done in zoneconverter : Code:
float off_x = shift_x; |
LMAO, your chokidai is soooo Evil.
Btw, how many peoples are working on a model viewer ? :/ Or your still working on what you told me like 2 months ago Sandy ? |
How does DZoneConverter render them? I know for a fact that there are many models that it can't render properly, especially the newer ones...I simply haven't figured out every nuance of model rendering yet.
WC |
i m not working on a model viewer but just a new server editing tool =) ...
in dzoneconverter it loads and displays these models very nicely =( |
what means that ?
Code:
// Rotate the offsets using the incoming angle |
Yeah, in Delphi there are three different kinds of remarks:
// for single line remarks { for multi-line remarks } (* for multi-line remarks that can enclose the brace kind {} *) I was experimenting with different orders of rotation to try to figure out why many of the newer models won't display properly. You should use the X,Y,Z rotation order for your renderer. WC |
Code:
If (D12.Flags And 8) <> 0 Then I'm confused ... |
That's correct. Rotation is cumulative. If you rotate the bicep 30 degrees, the forearm and hand child pieces rotate as well.
Wc |
I changed everything and did exactly like you windcatcher, I got some models working :
a chokidai : http://www.projecteq.net/files/sandy/chokidai.jpg a drake : http://www.projecteq.net/files/sandy/drake.jpg innoruuk : http://www.projecteq.net/files/sandy/innoruuk.jpg but I still have a pb with this skeleton of pure evil and madness ! http://www.projecteq.net/files/sandy/skeleton.jpg I had to change some little things to get the 1rst one working,maybe it s because we don't use the same (x,y,z) ??? my z goes in the deep direction, y goes vertically up and x goes horizontally in the right direction ... |
WLD files have X=north/south, Y=east/west, and Z=up/down. X increases towards north and Y increases towards west. It's what's called a right-handed coordinage system, which means this: take your right hand. Extend your index finger out from your arm like you're pointing. This is the X axis. Extend your middle finger so that it points to your left. That's the Y axis. Extend your thumb up at the ceiling. That's the Z axis.
Hope this helps, WC |
so :
z = x, x=-y , y=z ? and rotations ? pfff i'm bad with maths =( |
It sounds like you need to exchange Y and Z after you do all the math and you're ready to render, but I'm guessing since I don't know what you're using to render. Another possibility is that your Z is the negative of my Y coordinate. You should only do the coordinate transofrmation as the final step for rendering.
WC |
By the way Sandy, the tabs on that window makes it look like a really useful program :D Can't wait until its done.
|
to render it seems close to opengl except I have to create a vertex buffer for each texture group of polygons instead of creating a model
here's the code : Code:
// build the vertex buffers corresponding to each mesh |
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