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stateOfDaniel

Member Since 10 Feb 2013
Offline Last Active Feb 12 2013 06:04 PM

Topics I've Started

Defining an arbitrary rectangle from a normal

10 February 2013 - 07:35 PM

So I have been programming a top down zombie shooter and I made it in a city type area so I need to be able to generate buildings.  I've made a class that makes a rectangular prism based on an x, y, and z position and the length width and height of the building.  This has worked for now, but I added lighting to my shaders and need normals and texcoords and these buildings also always faced the same direction. so I wanted to make something more flexible.  I wanted to make a function that makes an arbitrary quad that takes a normal vector, a position vector that lies on the center of the quad, and a width and height which correspond to the tangent and bitangent axis's respectively. I figure this is possible considering there is only one plane per vertex normal pair.  My question is how would I do this.

I know the formula for deriving a plane from a normal but I cant figure out how to make the quad on it.


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