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lucky6969b

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  1. Actually, I am trying to understand how the 3dr importer works.. In the import settings, you have those settings, I don't know what they are used for
  2. Could anyone please explain why the FOV and the monitor aspect ratios (when doing the actual import) would affect how the mesh(es) itself are being imported, such as 3dsmax? thanks Jack
  3. Okay, I sub it that algorithm for the max-flow part, the result is 10, did it look pretty right? each edge costs 5 thanks Jack
  4. I've got a grid alike structure, in which there are on maximum 4 portals (exits) around each cluster... I found that sometimes the algorithm never terminates such as on this structure where I want to travel from cluster 3 to 9 Big Box:=====> id: 0min x: -40.5623 y:-0.0923912 z:-40.0071 max x: -23.2048 y:-0.0923912 z:-24.0042 12 neis size:2 Big Box:=====> id: 1min x: -40.5623 y:-0.0923912 z:-24.0042 max x: -23.2048 y:-0.0923912 z:-8.00142 0 neis size:4 Big Box:=====> id: 2min x: -40.5623 y:-0.0923912 z:-8.00142 max x: -23.2048 y:-0.0923912 z:8.00141 3 neis size:4 Big Box:=====> id: 3min x: -40.5623 y:-0.0923912 z:8.00141 max x: -23.2048 y:-0.0923912 z:24.0042 4 neis size:4 Big Box:=====> id: 4min x: -40.5623 y:-0.0923912 z:24.0042 max x: -23.2048 y:-0.0923912 z:40.0071 4 neis size:3 Big Box:=====> id: 5min x: -23.2048 y:-0.0923912 z:-40.0071 max x: -5.84741 y:-0.0923912 z:-24.0042 17 neis size:2 Big Box:=====> id: 6min x: -23.2048 y:-0.0923912 z:-24.0042 max x: -5.84741 y:-0.0923912 z:-8.00142 0 neis size:4 Big Box:=====> id: 7min x: -23.2048 y:-0.0923912 z:-8.00142 max x: -5.84741 y:-0.0923912 z:8.00141 1 neis size:4 Big Box:=====> id: 8min x: -23.2048 y:-0.0923912 z:8.00141 max x: -5.84741 y:-0.0923912 z:24.0042 0 neis size:4 Big Box:=====> id: 9min x: -23.2048 y:-0.0923912 z:24.0042 max x: -5.84741 y:-0.0923912 z:40.0071 3 neis size:3 Big Box:=====> id: 10min x: -5.84741 y:-0.0923912 z:-40.0071 max x: 11.51 y:-0.0923912 z:-24.0042 12 neis size:2 Big Box:=====> id: 11min x: -5.84741 y:-0.0923912 z:-24.0042 max x: 11.51 y:-0.0923912 z:-8.00142 0 neis size:4 Big Box:=====> id: 12min x: -5.84741 y:-0.0923912 z:-8.00142 max x: 11.51 y:-0.0923912 z:8.00141 0 neis size:4 Big Box:=====> id: 13min x: -5.84741 y:-0.0923912 z:8.00141 max x: 11.51 y:-0.0923912 z:24.0042 0 neis size:4 Big Box:=====> id: 14min x: -5.84741 y:-0.0923912 z:24.0042 max x: 11.51 y:-0.0923912 z:40.0071 5 neis size:3 Big Box:=====> id: 15min x: 11.51 y:-0.0923912 z:-40.0071 max x: 28.8675 y:-0.0923912 z:-24.0042 12 neis size:2 Big Box:=====> id: 16min x: 11.51 y:-0.0923912 z:-24.0042 max x: 28.8675 y:-0.0923912 z:-8.00142 0 neis size:4 Big Box:=====> id: 17min x: 11.51 y:-0.0923912 z:-8.00142 max x: 28.8675 y:-0.0923912 z:8.00141 3 neis size:4 Big Box:=====> id: 18min x: 11.51 y:-0.0923912 z:8.00141 max x: 28.8675 y:-0.0923912 z:24.0042 31 neis size:4 Big Box:=====> id: 19min x: 11.51 y:-0.0923912 z:24.0042 max x: 28.8675 y:-0.0923912 z:40.0071 4 neis size:3 Big Box:=====> id: 20min x: 28.8675 y:-0.0923912 z:-40.0071 max x: 46.2249 y:-0.0923912 z:-24.0042 1 neis size:1 Big Box:=====> id: 21min x: 28.8675 y:-0.0923912 z:-24.0042 max x: 46.2249 y:-0.0923912 z:-8.00142 3 neis size:3 Big Box:=====> id: 22min x: 28.8675 y:-0.0923912 z:-8.00142 max x: 46.2249 y:-0.0923912 z:8.00141 8 neis size:3 Big Box:=====> id: 23min x: 28.8675 y:-0.0923912 z:8.00141 max x: 46.2249 y:-0.0923912 z:24.0042 0 neis size:3 Big Box:=====> id: 24min x: 28.8675 y:-0.0923912 z:24.0042 max x: 46.2249 y:-0.0923912 z:40.0071 5 neis size:2 If the cluster is in the middle, obviously we will have 4 exits, on the side, we got 3, in the corner, we have 2
  5. This method works great but still when local time becomes very large... the range I allow for the localtime is just 0-86400 so when the localtime is about 0, there is no artifact whatsoever, when I use the time, namely the morning, and the value is 21400.. then the texture starts to break... should I first calculate the maximum u that I can shift first, and work backwards? and is the reason bad texturing? and the texture should be tilable, not sure, because when baking the polar map, is it also needed to use a tilable texture? thanks Jack
  6. float currU = 0.01f * localTime; newhorizonTex.y = tex0.y + currU; newhorizonTex.x = tex0.x - currU; The animation initially works for the first few steps, then the texture gradually gets distorted.. and sucked into the pinch of the mesh.. thanks Jack
  7. float currU = 0.01f * localTime; newhorizonTex.y = tex0.y + currU; newhorizonTex.x = tex0.x - currU; The animation initially works for the first few steps, then the texture gradually gets distorted.. and sucked into the pinch of the mesh.. thanks Jack
  8. If the camera is indeed fixed, how can I estimate the distance between the camera and the geometries in the scene. What I have on hand is the following information: 1) The vertex positions 2) The world transformations of the geometries 3) Probably the camera is at 0,0,0 then thanks Jack
  9. At first blush, I just want to "steal" the camera...
  10. I want to calculate the position of the camera, but I always get a vector of zeros. D3DXMATRIX viewMat; pDev->GetTransform(D3DTS_VIEW, &viewMat); D3DXMatrixInverse(&viewMat, NULL, &viewMat); D3DXVECTOR3 camPos(viewMat._41, viewMat._42, viewMat._43); log->Write( L"Camera Position: %f %f %f\n", camPos.x, camPos.y, camPos.z); Could anyone please shed some lights on this? thanks Jack
  11. No, including the other geometries, it was because I was using the debug drawer of the bullet library. You can't have some meshes not to have a proxy or something. So everybody who added a rigid body also was added into the debug drawer, I cannot avoid that...
  12. How do you handle situations where the physics engine produces a 129x129 height field which results in 2M vertexes for every frame. The frame rate suffers a lot, and drops to 2-3 fps. Is there a way to reduce the traffic or burden over the graphics card? Is the technique of LOD and progressive mesh still apply? thanks Jack
  13. If I had a scene in front of me, I want all objects of the scene to be rendered, that is to force all vertexes to go into the GPU / rendering pipeline by passing all vertex data into one of the Draw calls? such as DrawIndexedPrimitive, DrawPrimitive, DrawIndexedPrimitiveUp and DrawPrimitiveUp. The problem being is that when some objects are occluded, the program doesn't care to pass them to over to the GPU, the other one is trivial, which involves the back face of it. Despite of the back faces, if I really want everything to be rendered, no matter it is occluded or not, how can I make this happen? thanks Jack
  14. When I rotate a mesh with yaw, pitch and roll, the mesh is orbiting around a pivot that is off from the center of the mesh, some imaginary point beyond the extents of the mesh, so it starts rotating in a strange way. How do I reset the pivot to a point where it sits right underneath the lowest point of the mesh itself? so that i can easily rotate it to the right orientation? thanks Jack
  15. I am using Direct3D 9 (for testing stuff) The geometry is fine, but the u, v all breaks, I think the original uvs are good for the submeshes only, the material id also breaks (turns to zero), basically means I can't tell which subset is which... how can I solve this? thanks Jack
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