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About lucky6969b

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  1. If I have a bunch of "Points" in my world, how is it possible to construct a convex volume out of them? I've checked with the recast source code, the original source of the convex volume is a soup of triangles or polygons. If I use the rubber band algorithm, I can end up with a contour, but it's way too many "vertices" around the contour. Is it the only thing I can do is to check when I trace along the contour, whether the direction of the lines have changed, if so, I create a vertex at wherever the direction changes? thanks Jack
  2. Thanks, Joe. That helps a lot!
  3. Actually, should I move the uvw's around, or should I manipulate the lattices directly? which way is better? if I don't want the plumb rendered as a cube? thanks Jack
  4. I would like to build a S-shaped mesh, pretty much like a B-Spline, then perhaps creating a lattice on it? I think I should start off with a box, when the upper vertices get transformed into a B-Spline shape, the u,v stays the same.. any ideas? thanks Jack
  5. I seem not to able to find it. If I generate a 3D uvw from the vertex shader, I need to have a 3D texture sampler anyways. But I can't find it in the MSDN? thanks Jack
  6. Could anyone please shed some lights on this? I am not sure why the output of my own home-brewed sobelx filter got this stretched result... I am assuming each kernel iteration returns one pixel, which means in a kernel of 3x3...anyways, why skipped? The first is the ground fact, the second is the output. Result.bmp
  7. like this? const D3DXMATRIX robertx = D3DXMATRIX(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1);
  8. Hi, Does anyone know if there is such a thing called the "waters" index? Because we have something called the vegetation index which is calculated with.. float SAVI = (NIR - red / NIR + red + L) * (1+L); which performs really well. It picks up all the vegetations I am after, but what about for waters areas, such as seas, lakes, or rivers? thanks Jack
  9. Actually, when you create a canny image out of the original one, the cluster is already grouped into one color, so the mask could be just black and white, in which white is vegetation area and black is not, I think it would work somehow.. thanks Jack
  10. Not yet available, show you when it is
  11. If the satellite image is used to generate some contour after the vegetation analysis, I hope to turn this contour or canny image into a convex volume, and the contour has no vertexes any where, so how can I trace it? thanks Jack
  12. Dear folks, How do I calculate the axis of rotation between 2 vectors, one of them is the source directional vector, and the second is the destination directional vector. Thanks a lot Jack
  13. Is it possible to compile shaders directly from the IDE? What I tried -> when you right-click on the .fx files on the IDE file pane, you've got a few options, one of which is to choose which program to open that file, if you choose the fxc.exe, you can't really compile anything, you also have exclude from build and item type option inside properties. Any one sheds some lights on this? thanks Jack
  14. See the result first: Approximated Val: 28.5041 Actual Val:14.1421 My approach is first calculate the linear regression function for each variable, no matter how they are co-related. I don't care at the moment. And it sums up the total of all intercepts and break them up into 4 slopes which contributes to each component (4 IVs), then the result is about the double of the actual value, why? thanks Jack
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