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email: steve (dot) hazen @ gmail (dot) com


Apr
16
revised Relative Position/Rotation calculation
deleted 178 characters in body
Apr
16
comment Relative Position/Rotation calculation
I've edited my answer be reversing the order of multiply in the 1st snippet and by removing the note about column major matrices which I assumed was correct but can not test. Here is what I used to test this edit before correcting it: pastebin.com/b7awPZRY This was in Xna. As far as the position comment by sam, I interpreted the positions to be independent of the matrices due to the OP's first sentence that they were in world space. If I have missed the intent of this question, please feel free to let me know and delete my answer if necessary.
Mar
16
answered Relative Position/Rotation calculation
Mar
3
awarded  Custodian
Mar
3
reviewed Approve suggested edit on Why is my gameloop logic not being restricted to 60 per second?
Mar
3
comment Planet gravity?
Try communicating what you mean more clearly. You probably have a nice picture in your mind's eye of exactly what you're talking about but you have not done a good job of conveying it to us.
Feb
23
comment 3D-Physics of a Rubber Ball (Squash)
This is a tough question to handle. Not because of the physics involved, but because I think most responders will only respond to a few (less than 5) of your questions at a time. But for you to mark an answer as correct, all 5 would need to be addressed in a single answer. I find I'm itching to respond to your #5 but reluctant to put is in an answer because it would seem like such an incomplete one.
Feb
21
comment XNA and HLSL shaders - Instancing using World Matrix array
yes, very possible and common. Study the sample to groc the gist of the concept and implement it any way you want.
Feb
21
answered XNA and HLSL shaders - Instancing using World Matrix array
Feb
13
comment Dealing with angles in 3D
Commentary imported to chat.
Feb
11
answered Dealing with angles in 3D
Dec
27
answered Is the GraphicsDevice.Clear call in XNA necessary in 3D?
Dec
18
comment Bounding box not right rotation XNA blender object (.fbx)
I'm not sure if this is associated with your problem, but try changing this: effect.World = World * mesh.ParentBone.Transform; to this since Xna uses Row major Matrices: effect.World = mesh.ParentBone.Transform * World;
Sep
18
comment Drawing transparent and opaque 3D objects. How do I preventing z-fighting?
well, still it's worth a shot extending the near clip if you can and see what happens. In terms of z-fighting, it can be visualized as the distance from the camera to the nearclip is like the barrel of a gun... the longer the barrel, the more accurate the shot. If you can move the decimal point on the nearclip even one place to the right, it gives an extra order of precision to the z value calculation.
Sep
18
comment Drawing transparent and opaque 3D objects. How do I preventing z-fighting?
Are the two faces that are fighting designed to be coplanar? Or is there seporation (a small gap between)? (if the latter, increase the nearclip value in your projection Matrix for a more accurate calculation).
Sep
18
comment XNA inverted matrix acting strange
Curious. What ultimately are you trying to accomplish? I mean the "Why" behind your first sentence.
Sep
15
answered Drawing transparent and opaque 3D objects. How do I preventing z-fighting?
Sep
13
comment XNA Zoom in/out on model instead of scaling the model
@MaartenHartman Set it to any value between 0.000001f (super zoomed in) and MathHelper.TwoPi (super fish eye). Hard values for this range is 0f to 6.24f. For most zooming, values between .2f & 2f work well. The typical PiOver4 is about .785f.
Sep
10
answered How to check metadata stored in FBX files?
Aug
27
awarded  Yearling