Tagged Questions
2
votes
1answer
46 views
Rotating and Translating a Node in Horde3D with Matrices and Quaternions
I have been trying to learn how to use the Horde3D rendering engine for the past couple of days,
and so far I have managed to learn a decent amount and integrate Bullet Physics with it as well.
My ...
-1
votes
3answers
105 views
Directional light and matrix issues
I'm trying to implement basic directional lightning in OpenGL 3.3 by emulating the logic shown in this guide: http://www.arcsynthesis.org/gltut/Illumination/Tutorial%2009.html
I do not understand ...
1
vote
1answer
167 views
2D Matrix Transformation (with a Player and Ground)
I have a simple game that I'm trying to do for learning purposes, but Matrices are a bit hard, especially in DirectX.
I currently have a tilesystem that renders tiles at the screen and a character ...
2
votes
2answers
229 views
How should I organize my matrices in a 3D game engine?
I'm working with a group of people from around the world to create a game engine (and hopefully a game with it) within the next upcoming years. My first task is to write a camera class for the engine ...
2
votes
1answer
2k views
How does gluLookAt work?
From my understanding,
gluLookAt(
eye_x, eye_y, eye_z,
center_x, center_y, center_z,
up_x, up_y, up_z
);
is equivalent to:
glRotatef(B, 0.0, 0.0, 1.0);
...
0
votes
2answers
296 views
Vectors from matrix
In XNA you can get front/back/left/right vector of Matrix class. How get these vectors without XNA, through C++ using standart 4x4 matrix ? I dont understand what exactly they mean but found them very ...
2
votes
1answer
380 views
Is it possible to billboard a sprite using a transformation matrix?
None of the current topics on billboarding seemed to answer this question.
But, given
a sprite (or quad) that has it's own 4x4 transformation matrix
a camera with a view matrix (a standard 4x4 ...
5
votes
1answer
785 views
Problem with Assimp 3D model loader
In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate ...
2
votes
2answers
364 views
3D Translation using only distance and angles
So I'm starting to foray into 3D game programming, but I've hit something of a snag.
I have an object I want to move around. It should always move either forward or backward relative to its local Z ...
2
votes
1answer
237 views
How do I build a matrix to translate one set of points to another?
I've got 3 points in space that define a triangle. I've also got a vertex buffer made up of three vertices, that also represent a triangle that I will refer to as a "model".
How can I can I find the ...
6
votes
1answer
4k views
Help understanding gluLookAt()
I am fairly new to openGL( 3 months ) and am asking for assistance in understanding the fundamentals behind gluLookAt().
Currently I have spent most of my time with openGL modeling scenes with fixed ...
4
votes
1answer
555 views
Problem with DirectX scene-graph
I'm trying to implement a basic scene graph in DirectX using C++. I am using a left child-right sibling binary tree to do this.
I'm having trouble updating each node's world transformation relative to ...
4
votes
3answers
2k views
Inverting matrix in HLSL
I've got an object in HLSL and I'm using hardware instancing to render multiple copies. But I've come a bit of a cropper when it comes to the vertex normals. Currently I am not using normal mapping ...
3
votes
1answer
318 views
Is there are a good double-precision small matrix SIMD library for x86?
I'm looking for a SIMD library focused small (4x4) matrix operations for graphics. There's lots of single precision ones out there, but I need to support both single and double precision.
I've looked ...