| bio | website | |
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| visits | member for | 9 months |
| seen | Dec 29 '12 at 3:00 | |
| stats | profile views | 2 |
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Aug 23 |
awarded | Scholar |
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Aug 23 |
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OpenGL matrix vs DirectX matrix That fixed everything, I cannot thank you enough! |
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Aug 23 |
accepted | OpenGL matrix vs DirectX matrix |
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Aug 23 |
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OpenGL matrix vs DirectX matrix Thanks, I'll give this a try! |
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Aug 23 |
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OpenGL matrix vs DirectX matrix The file format is custom, I'm writing the exporter and importer, and I'm aware of how matrices are stored in memory. Positive-Z in DirectX is negative-z in OpenGL, so there are some small differences one must account for when exporting between the two. I've seen some people export the local transforms of joints and negate the z-column on the DirectX end to get things to work, however that's causing some issues with my animations (shown above). So, my question is, what could be missing, or what else could differ between OpenGL and DirectX? |
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Aug 23 |
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OpenGL matrix vs DirectX matrix Everything in my game is rendered with a left handed projection matrix |
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Aug 23 |
asked | OpenGL matrix vs DirectX matrix |
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Aug 21 |
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Animation exporting from Maya to DirectX environment it's a custom format, I'm writing both the exporter/importer. |
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Aug 21 |
asked | Animation exporting from Maya to DirectX environment |