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About kbundy

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  1. Hi guy I have a page, and I want it to load a image from the server saved inside a database. I know how to retrieve the image and loaded onto a page but I want it to display an image with other html contents as well. Is it possible to do that? The one loaded on a whole page is to set the content type to image right. The one, I want it is to load onto other html contents as well, says: <html> <head> </head> <body> This is the photo i want to retieve from the database and display it onto a page with other contents. //------- image here -------// </body> </html>
  2. Quote:Original post by Anonymous Poster what language are you using ? Currently writing in ActionScript but Aren't they similar with other language like c#.
  3. Hi I sometime confused with pass by ref and pass by value. I know the idea but sometime not quite sure when is pass by ref or pass by value. e.g. function A(Object a) { return a; } var b = blah; and b has a variable of x = 4 var a = A(b); calling the A function and pass b as an parameter a.x = 6; change the variable a's x to 6.... at the end will b.x = 6 or b.x = 4
  4. Hi I have got a question want to ask. Usually, when visiting a website with flash animation, the flash animation must downloaded first to the harddrive. During, the downloading, there usually a scene with showing how many downloading has been downloaded. What do I need to do to implement the scene showing how many donwloading had been down attached to it. Thanks
  5. Question about 3D game book: I have got a book called "3D game Real-time Rendering and Software Technology by Alan Watt". The book written abit too difficult to understand and very brief in most area like some mathematical equation, it didn't seems to show how it derive it. Does anyone got this book too, what do you think about this book? Does anyone have a suggestion of other book that teach similar stuff as well but more informative? Question about c++ win32: How do I create a main menu, textboxes and any graphical window components to an application in c++? How do we type text using opengl?
  6. Hi Where can i get the useful classes (Like Vectors, Points, Planes and etc) so I don't need to write it my own...... It is better to use the existing one, less bug usually. Thanks : )
  7. I have heard about the light map and shadow map but not sure what that is though
  8. I am wondering, how does game or any real-time system rendered the lights and cast a shadow? I know in ray tracing we need to cast a ray on each object to see which object got lit and which are in shadow, but it seems very inefficient. Do they actually render the light to static objects during the loading time of the game by cast a ray or something?
  9. I have great abit of trouble what the variables are. That is about the View Frustum culling at the site from: How to find the fb_xmin / fb_xmax and how to find ob_xmin / ob_xmax..... //////////////////////////////////////////////////// Axis-Aligned Boxes everywhere Computing an AAB as a bounding volume for an object (or frustum) is extremely easy, just compute the minima and maxima for each axis. Testing if something is inside of an AAB is also very simple and it doesn't involve distance computations. Just check if there are overlaps on each axis. Consider an AAB bounding volume, or just AABB, for the frustum, fb and an AABB for an object ob. The following algorithm performs the intersection test: if (fb_xmin > ob_xmax || fb_xmax < ob_xmin || fb_ymin > ob_ymax || fb_ymax < ob_ymin || fb_zmin > ob_zmax || fb_zmax < ob_zmin) return (OUTSIDE); else if (fb_xmin < ob_xmin && fb_xmax > ob_xmax && fb_ymin < ob_ymin && fb_ymax > ob_ymax && fb_zmin < ob_zmin && fb_zmax > ob_zmax) return (INSIDE); else return(INTERSECT); If the result is OUTSIDE the case is closed. Otherwise, when the result is INTERSECT or INSIDE, then further testing is required. As for the case when a sphere was proposed as a bounding volume for the view frustum, some care must be taken to check if a bounding box is an appropriate bounding volume for the view frustum. Oblique, long and skinny frusta are not particularly suited.
  10. Hehe yea 2D Octree is subdivided 4 and 3D is 8 .... Do I need to define the width, depth and height cube space for the octree algorithm?
  11. Hi I am currently reading an algortihm of an octree. I know how it actually work. It's starts off one large space and subdivide it into 4 subspace and keep subdivide until there is no object in the space or only left with one object in it. I am wondering how does this structures can be implemented in code and how does it usually be traversed.
  12. I don't actually understand how the code (the one say b.getVertexP(pl.normalize())) find the positive and negative corner points in the bounding box. How does it calculate it in order to find those pos and neg points? (I am not sure is it specific enough, sorry about it coz I am not quite understand in that part so i am hardly able to ask it clearly.)
  13. The way to find the positive vertex in the bounding box and the negative vertex. and the one showing the code: p = (xmin,ymin,zmin) if (normal.x >= 0) p.x = xmax; if (normal.y >=0)) p.y = ymax; if (normal.z >= 0) p.z = zmax: n = (xmax,ymax,zmax) if (normal.x >= 0) n.x = xmin; if (normal.y >=0)) n.y = ymin; if (normal.z >= 0) n.z = zmin:
  14. Can anyone teach me how to test detect whether the Axis aligned bounding box overlaped with the view Frustum? I got a website but I am not quite understand... plz help
  15. Hi I have a problem of creating the simple camera class where i followed from the book. The glLoadMatrix(float) function didnt seems work or something. Whatever values I placed, red quads appear the same location. This is the simple code i have used in the book: //This is the code that setting the new ModelView matrix for the camera void Camera::setModelViewMatrix(void) { float m[16]; Vector3 eVec(this->eye.x, this->eye.y, this->eye.z); m[0] = u.x; m[4] = u.y; m[8] = u.z; m[12] =; m[1] = v.x; m[5] = v.y; m[9] = v.z; m[13] =; m[2] = n.x; m[6] = n.y; m[10] = n.z; m[14] =; m[3] = 0; m[7] = 0; m[11] = 0; m[15] = 1.0; glMatrixMode(GL_MODELVIEW); glLoadMatrixf(m); } //This is the code setting the eye and u,v and n vector void Camera::set(Point3 eye, Point3 look, Vector3 up) { this->eye.set(eye); n.set(eye.x-look.x, eye.y-look.y, eye.z-look.z); u.set(up.cross(n)); n.normalize(); u.normalize(); v.set(n.cross(u)); setModelViewMatrix(); } So when the program runs it should go to set func then the setmodelviewmatrix. Lastly, the code for the perspective void Camera::setShape(float vAng, float asp, float nearD, float farD) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(vAng, asp, nearD, farD); setModelViewMatrix(); } I am not sure whether the matrix up there is wrong or something
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