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Member Since 10 Feb 2009
Offline Last Active Sep 08 2014 11:24 PM

Posts I've Made

In Topic: Anyone here a self-taught graphics programmer?

25 July 2014 - 12:57 AM



I am a self taught Graphics/Shader programmer. In India, we don't get luxury of having university courses dedicated to Games or Graphics. By the time you get good at math, you don't even know why you are doing Laplace's transfom & where it is used in pratice... Its just the fact that "How is this done?" made me take up graphics programming & C++ to learn new exciting stuff ...


My Story so far ...


1. Get overwhelmed by seeing what people have been doing, wondering how they did it

2. Study, take each topic at once, there is a huge mountain to climb & you always start at the base

3. Get more overwhelmed as each day passes by

4. Study more, implement stuff, keep learning

5. Even more overwhelmed

6. Tell it to yourself that one day you will reach there ....  (After all , this journey has been awesome knowing there is still so much to learn ! )



In Topic: D3DXMatrixLookAtLH vs Custom View Matrix

24 April 2014 - 09:57 AM

Thank you so much guys! smile.png

Appreciate all the help...



In Topic: D3DXMatrixLookAtLH vs Custom View Matrix

24 April 2014 - 06:44 AM

What happens when you swap m_vecLookAtPoint and m_WorldUp in D3DXVec3Cross(&m_vecRight, &m_vecLookAtPoint, &m_WorldUp); ?




Thats exactly what i did & it worked.  So basically the cross product for LH matrix doesnt seem to follow right hand thumb rule but rather left hand convention?  As conventionally in right hand thumb rule.... "LookAt X Up" should point to right hand side... and "Up X LookAt" should  point to left side ....

In Topic: D3DXMatrixLookAtLH vs Custom View Matrix

24 April 2014 - 06:36 AM

Hi tonemgub,


Thanks for the reply. The code is not copied from anywhere, but rather I am referring to the book by Frank luna on DirectX9 using Shader approach.




I think the first two lines should be:

m_vecRight = m_vecLookAtPoint - m_vecPosition;
D3DXVec3Normalize(&m_vecRight, &m_vecRight);


I am not quite sure how this will result in camera right vector as the calculation should give you camera lookat vector itself. unless its a typo. Right vector will be obtained only when you take the cross product of lookat vector & reference up vector.


I got the right output after changing the order of cross product. As per msdn,

zaxis = normal(At - Eye)
xaxis = normal(cross(Up, zaxis))
yaxis = cross(zaxis, xaxis)

Whereas I was doing it cross(zaxis, up) thinking it follows right hand thumb rule ( cross(zaxis, Up) will point to the right side)  for the cross product but being Left handed view matrix its the other way around ?


Once again thanks to your input, I started looking vars more carefully smile.png



In Topic: Free game engine that is really well documented and has good tutorials?

20 March 2014 - 08:19 PM

Unity & I must mention Cinder.. Both are easy to learn and get started ..