i dont get it. dunno.. have looked at it but i got no clue what it is
OMG void, that was hilarious!
esp the LPTHISHURTSMYEYESALOT->DoSomething();
oh man, I haven’t laughed like that since I was a little girl, thank
thanks to you to dabeav but the above code still placed me in a
“gimbal lock”. hehe see how much I learned from quaternions? the code
provided a solution, something I was looking for, but I also wanted
substance and why it worked.
at any rate i really appreciate everybody’s input.
if you want, you can use 2 [or more, maybe just 2] rectangles, have 2
different textures and have some kind of ‘animation’ going on. this will
do nicely with yau’s implementation. of course, there are other ways
but i would do what yau said.
…just a thought.
but not with stupid flamewars.
both are great. if you don’t understand one, then you’re just plain
I have some good experiences using a python export script for blender.
So you can define the format of the model on your own.
Here is an example site: Python Export
But the main problem with blender is, that it can not access the bones
python api. So animations using bones will still be a problem in the
If anybody has a nice hint about this, please tell me :)
Are there any more “formal” specs about the format of the files produced
by, say, Blender or GMAX, or i will have to dig it up??
As for modellers there is also MilkShape but it’s not free (at least not
anymore..) However it’s well documented with tutorials, help etc.
Not sure quite what you mean either, but I’ll try :
If you keep the object’s current position in the form of a 3D vector
(x,y,z,) then, you can supply a velocity(speed) vector as well in the
same form (speedx,speedy,speedz). So at every frame (or at intrvals) you
add the speed vector to the position. Finally you glTranslate your
object according to its new position, and there you have it.
Oh yer, im fully aware that this may start a huge flamewar, but hey, we
need to liven this board up.
The gauntlet has been thrown down by baldurk…
OpenGL2.0 is much much MUCH MUCH better while DX9.0 sucks some serious
OGL is crossplatform, it doesnt change much every new version, so old
programs will compile ok with a new OGL, while the same cant be said for
Imho OGL syntax is better, DX syntax exaple:
The fact that OGL is only a graphics library, when developing a game
you have far better freedom over which libraries you use for other
things such as input, audio, etc, while with DX your basically usually
stuch with dinput and dsound and whatever.
OGL is available on almost all languages, while DX is not really even
available on C++, its only really available on Visual C++ (a microsoft
product, who woulda guessed), althought it can be coaxed into running on
other compilers, i have heard people saying that getting it to run on
say borland C++ is a bitch (althought they might be just lost)…
And lastly, OpenGL has been around a long time, and thus it is stable,
it wont ever disappear (fingers crossed), while if say M$ dies (fingers
crossed it happens) then its bye bye DX as i doubt that it would
continue to live without M$.
Did i mention that OpenGL is better than DX???
…The above views were expressed by Evil Void, he is dead now…
Summer? I guess thats winter for us aussies…
gl1.4 is ratified, yes. does not mean by any chance that gl1.4 is
everywhere up to use (and somehow people believe that in gl2.0).
rathification is this summer, i think..
Actually, i think there will be a time when we will be able to say that
GL2.0 is out… I mean, atm we can safely say that GL1.4 is out, right?
atm we are at 1.4, soon (hopefully) we will be at gl2.0 (BTW, afaik
there wont be anything between 1.4 and 2.0 releases)…
Also, id like to reiterate that loading in models and picture formats
is totally out of the question for putting into openGL, its not what it
is meant to do, which is draw graphics. Its not meant to do input,
sound, even open windows, and lastly, load file formats. And anyway, any
decent programmer should be able to write up an image loader in a few
hours. Unless its some anally obscure format which uses equally obscure
Well if a laser is a true cylinder then if u were to only see a portion
of the cyclinder flashing past ur eyes all u would see is a rectangle??
So u can use billboards to represent a laser but u don’t rotate ur
billboard so it always faces the viewers camera.
So if u consider a laser with 2 points, point A where is originates from
(probably a gun), point B it’s destination or current position. Then u
draw a rectangle with a height equal to the diameter of the laser with
one end at point A and the other end at point B. U can rotate the
rectangle by the vector AB so that the viewer can see the maximum
surface area of the rectangle.
Should the laser fire directly at the viewer then draw a circle using a
billboard to create the effect.
If u use billboard u can create the 3D effects if u have really cool
opps…. I said the hieght of rectangle should be the radius of the
laser beam, in fact it should be the diameter.
I’m not sure what u r talking about.. But do u want to be able to
translate ur object from it’s current position to a new position based
on it’s current rotation and speed???
spherical billboarding won’t work. However, you can use cylindrical
Just wondering.. why won’t billboarding work?? I think lots of games use
billboarding to do their lasers.
hey thanks [[b]apex[/b], [b]woz[/b]] for the suggestion. quaternion
solved my problem. had to read a lot of people’s interpretation until
finding a course-site from ucla berkely which made a lot of sense.
learned a lot and applied it.
well, I’d say it’s OK for a newbie, or someone just starting out on
uhm, espencially for pixel programs, a radeon9500 would have been a much
bether buy (dunno how long you have your gf4..).. gf4 is quite old in
anyways, you can do stuff with it..
I hope I’ll be able to do vertex and fragment programs on my GF4. I’d be
very disappointed if I can’t, because it would be a waste of a hell of a
lot of money
any format that blender can save/export to is theoretically possible to
be loaded by opengl. In practice, some formats aren’t appropriate.
Take a look at the formats it can save in. If none of them suit you, you
can write your own exporter
10q v3ry much :D
I’ve been playing with blender and it seems to be what I want. It really
does a good job of bringing all that complexity into an interactive UI.
Now, can these models then be implemented in OpenGL? What export format
does one use?
best is to know all of them, and love and hate all of them. both have
great features, and both have stuff wich is really messy. so what? gl is
great, dx is great, c is great, c++ is great, c# is great, too.. tons
of other stuff as well..