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Burnt_Fyr

Member Since 25 Aug 2009
Online Last Active Today, 11:42 AM

Posts I've Made

In Topic: height at a point on a plane defined by 2 points.

15 March 2015 - 05:12 PM

I think i had just just confused myself. . i have a vector V denoting slope along a plane. if i cross Z with V to get another vector,q, that is parallel with the plane but perpendicular to v, then cross those I should end up with the plane normal(scaled but i can sort that out with unit vectors). Using the normal and p0, I can calculate d, and find the z of points on a plane with xy from p1 p2 and p3


In Topic: Determining rotation angles for Rotation System B that produce the same resul...

24 February 2015 - 07:35 PM

It's bad form to cross post in these forums, and in general on the web. Buckeye already seems to be working with you in your other thread, so I recommend you stick with that one and have someone close this one down.


In Topic: How do I know if I'm an intermediateprogramming level?

24 February 2015 - 06:02 PM

I'm not sure there is a line in the sand anywhere, but IMHO if you are asking, then you are likely not. I do not see any mention of templates, or the std::lib, which are quite within the range of what I would consider "intermediate" programming in c++. I've been working with c++ for a long time(longer than i care to even admit sometimes) and pascal and basic before that, and I still consider myself quite a "beginner" in regards to programming as a whole. My advice, don't give it a second thought, go out and write more code.


In Topic: I don't understand splatmap and how to create it?

18 February 2015 - 06:43 PM

What *DO* you understand, and once you've sorted out that, what specifically do you need help with?
 


In Topic: Converting between coordinate systems

18 February 2015 - 09:32 AM

It seems like you have 2 separate problems.The first is converting from a left hand to right handed system, IE: Mirroring a single axis. This yields another problem where triangle winding will now be backwards, so reverse your winding order and you should be good.

 

Buckeyes suggestion of using the LH version of LookAt will fix the first during the transform into camera space, but will not help in re-aligning your Euler axii, and judging by how you've described them, there is a bit of confusion(not sure if your's or mine).

 

 

If pitch is represented by a rotation on X, then a positive 90 pitch should rotate your yaw axis(y) onto your roll axis(z). You should see that this conforms regardless of the handedness used. Once you perform the mirror and rewinding to get from RH to LH, your models will need a 180 degree roll to align your two systems, but observe your final LH system will still behave as your original RH. However, you may need to remap your yaw and pitch and roll angles to the proper axii.


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