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Krum110487

Member Since 22 Sep 2010
Offline Last Active Aug 19 2012 04:21 PM

Posts I've Made

In Topic: Simple OpenTK program not working

18 August 2012 - 06:38 PM

the near and far (to my understanding) is how many units towards(near) and away(far) from the camera.

so -1 would be (origin - 1) (towards) and 2 would be (origin + 2) (away), so anything will render in the range of -1 to 0 or 0 to 2

so anything lower than -1 or higher than 2 wouldn't show, and it may or may not include 2 and -1 as not rendering, I am unsure, I just noticed you were cutting it close, it is always a good idea to play it safe and have some padding.

although I am new, so if you want a more detailed explanation, you might wait for someone else.

In Topic: Ortho Near/Far not working as I expected

18 August 2012 - 01:08 AM

ok this is weird, if the matrix is "replaced" then why does commenting out ortho have a different result?

I set the ortho, for the width and height, then I set the Matrix mode, if that is truly replacing the matrix then there shouldn't be any difference between

GL.Ortho(0, screen_width, screen_height, 0, -10000, 10000);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();

or

//GL.Ortho(0, screen_width, screen_height, 0, -10000, 10000);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();

but there is most definitely a difference, BUT I think I just figured out what may be wrong (as I was typing)

I think matrix mode generates the projection Identity matrix using the current matrix, BUT it will remove the z index stuff because a projection matrix has a 0 for the z index.
screen_height 0            0
0             screen_width 0
0             0            0

or something of that sort, am I close?

In Topic: Simple OpenTK program not working

17 August 2012 - 06:36 PM

I could be wrong, but you might have your near a bit off on the orthographicOffCenter, try:

CreateOrthographicOffCenter(0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 2.0f);

In Topic: Rotate flat surface in 3D space

14 August 2012 - 06:56 PM

That is good to know, Thanks!

In Topic: Rotate flat surface in 3D space

14 August 2012 - 01:38 PM

@dpadam450
Sorry, I am still getting used to the terminology, by flat 3d object I mean a 3d plane.

since I have posted I just realized the I was using projection (not that it matters, since what I want is perspective, and even in model view it had none).

@haegarr, you have pretty much told me what I needed to know, I am still getting used to this, I will dig around in Frustrum and such for a while see what I figure out.

I also just got a handle on units (sort of), I think you will see less and less of me as things finally click Posted Image

thanks for the information!

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