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too_many_stars

Member Since 29 May 2013
Offline Last Active Nov 05 2014 12:45 PM

Posts I've Made

In Topic: continous velocity aligned rotation problem

05 November 2014 - 10:56 AM

Of course Alvaro, that makes perfect sense. Keep the unrotated version stored, and apply an absolute rotation as required.

 

Here I am trying to turn off the rot function with booleans, augmenting things and all the while simplicity is the key. Although simplicity that admiteddlly did not occur to me.

 

Thanks for the help guys! I think problem is solved.


In Topic: vertex rotation help please

23 September 2014 - 08:32 AM

Hi guys,

 

Thanks for the help, after I got home from work yesterday I managed to get the program to work. The main issue was my drawLine(Vec v1, Vec v2) function, which was hanging up the program.

 

Thanks again for your help Alvaro and Heagarr!

 

Mike


In Topic: openGL, rotation, collision

04 June 2014 - 12:06 PM

Thanks for the advice guys, I have revamped my code to make it cleaner and working on the point transforms right now.

 

Before I started working with openGL 2.x I knew that it's outdated. However, a number of people recommended to start with 2.x (as it's easier than 3+) to get used to the 3d co-ordinates so I chose that as my immersion.

 

Thanks,

 

Mike


In Topic: openGL, rotation, collision

03 June 2014 - 07:07 PM

Hi Spiro,

 

For some arbitrary center of rotation, with arbitrary number of lines in an object doing the rotating, I don't know how to figure out where the points are supposed to be, unless I use cosx, siny for a unit circle type of scenario.

 

Let's say I have an asteroid with 50 points, that's a lot of resources it seems to figure out for each iteration where 49 lines are. My question is can I use glRotation (since it is already crunching all the numbers and knows where every pixel is located) to figure out my: start.x,start.y,end.x,end.y for all lines in an object.

 

You will have to pardon me if the above code example is wrong, I have looked on line and that's what appears to be the common method. I am also very new to openGL 2.x

 

Thanks,

 

Mike


In Topic: Old OpenGL movement problem

27 May 2014 - 10:53 PM

nm got the problem solved, stupid initialization on my part.


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