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TiagoCosta

Member Since 26 Nov 2008
Offline Last Active Today, 05:00 PM

Posts I've Made

In Topic: how remove a model

15 August 2014 - 05:31 AM

i make logout and go to login class i don´t want show the model as been create in world class

 

logout and login from where? what world class? are you using a game engine?

 

(It seems you're having trouble explaining your problem in english, are you portuguese (in your profile it says you're in Viana do Castelo)? If so, send me a private message with your question in portuguese and I'll try to help you)


In Topic: Filmic ToneMapping is DARK

30 July 2014 - 10:12 AM

Have you played around the with the constants A, B, C, D, E, F and the 11.2 used to calculate WhiteScale? You probably have to tweak them to achieve the look you want... 


In Topic: Anyone guess what exactly all these mean?

26 July 2014 - 04:24 AM

To my understanding of vectors, the look at vector should be camera's position substracting the position of look at target.


That's incorrect. The look at vector should (position of look at target) - (camera's position).
 
The vector AB = B - A.
 
So:
cam.mvFacing = OgreVec3ToBourneVec3(mSceneMgr->getSceneNode("Worker00001Node")->getPosition()) - cam.mvPosition;

But it looks perhaps at the opposite direction. But I have tried to reverse the order of subtraction to no avail.

 
What exactly happens when you reverse the order of subtraction?
 
Does Ogre and Dolly use the same coordinate systems? Maybe you are mixing Left hand and Right Hand coordinates...

In Topic: Anyone guess what exactly all these mean?

21 July 2014 - 04:04 AM

Assuming that mvFacing is the look direction, then mvCross is probably the right (or left) vector because it can be calculated by calculating the cross product of mvUp and mvFacing.

 

I'm not sure about mvView. My guess about mvView is that it is the position the camera is looking at. So mvFacing = mvView - mvPosition.

 

Can you post the code where those vectors are initialized? 


In Topic: Game engine architecture

18 July 2014 - 09:09 AM

I couldn't find too much information on which ones are used in the game industry, but it would seem .fbx is a good choice?

 

Most engines use custom formats to store and load meshes at runtime. FBX is an interchange file format not optimized for runtime loading. Try to create a (binary) format specific to the needs of your engine that makes loading ultra fast, something like: <N><array of N vertices><...>, so when you load the model you can simply read the number of vertices and memcpy N*sizeof(Vertex) directly to the correct place (eg: graphics API vertex buffer).

 

My engine uses an hierarchy like this:

Actor
{
    Model
    Position
    Actor specific constants
}

Model
{
    Mesh
    vector<Subset>
}

Mesh
{
    Vertex Buffer
    Index Buffer
}

Subset
{
    Start index
    Number of indices
    Material
}

Material
{
    Textures
    Shader
    Other data
}

This way you can have multiple Actors at different positions using the same model, and multiple models using the same mesh but with different materials, etc


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