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lucky6969b

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About lucky6969b

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  1. I don't wanna make wild guesses about the transformations, what I really want to do is to boost somehow the translation part very much... When I boost that transformation, every other transformation also gets boosted that way, so I get a uniform scaling to every mesh...
  2. I don't understand why the mesh is driven by this matrix. There are a couple of building meshes that are all driven by these strange-looking matrices. If not driven by anything, the pivot of all meshes are at 0,0,0 and there are, of course, some offsets from the pivot. However, they are all messed up altogether, if I transform the mesh eventually, everything is still not going to the right place. Say the building is 200m x 200m, when multiplied by it, it just moves up a little bit. In my thoughts, I think the matrix should move the mesh a couple of hundreds meters at least. The original mesh vertex coordinates are small anyways. If I transform the vertexes by this tiny matrix first and scale up a lot? What can I do? Dumping Mesh68 Matrix 0.409432 0.346114 -0.844139 0 2.17292e-005 0.925241 0.379379 0 0.912341 -0.155348 0.378816 0 -6.80175e-006 4.49703e-005 -0.000113301 1
  3. Question 1: Let's say when a mesh is not driven by any shaders, can I assume the only way to control the SRT is thru the fixed pipeline (SetTransform API)? Question 2: If a mesh is transformed is extremely tiny, 0.00x scale, and is transformed by an extremely tiny matrix and I don't care the scale is correct or not anymore if I have enlarged it, and say, I want to enlarge it 1000000 times, and I want the translation part of the transformation standing out (have more effects on the mesh, so that all the submeshes don't collapse in the center of the origin), should I enlarge the transformation like FLOAT s = 1000000.0f; D3DXMATRIX matScale; D3DXMatrixScaling(&matScale, s, s, s); matWorld = matScale * matWorld; or matWorld = matWorld * matScale; and afterwards D3DXVec3TransformCoord(&p, &p, &matWorld); The question is should I enlarge the mesh 1000000 times first and multiply with the tiny transformation again or concatenate the matrices (multiply the scale matrix with the tiny matrix) and apply to the positions? thanks Jack
  4. There are some unwanted vertexes on my mesh that I want to get rid of. If I just remove them from the vertex buffer, the index buffer is no longer correct. If I remove the indexes, the mesh is still not correct. How do I clip off the vertexes on my mesh that I don't want. Direct3D 9 C++ thanks Jack
  5. I am no math guru, but I have some math knowledge from high school. The goal of this task is to approximate a 4-variable function in Quadratic form. Let's say Mark is cooking some dinner for his family The variables include: 1) His mood 2) The ambient temperature 3) The conditions of the cooking wares 4) The Quality of the food We have about 50 samples, with one variable, I can easily develop a function in quadratic form or even higher degrees using convolution technique. but I am not sure how I can do the same thing with many variables? it is not straight a superpositional problem, right?
  6. I am wondering how I can grab the elevation data from google easily. I've seen one thing called the elevation api from google, is it the way to go?
  7. I am not sure if any height maps existing this folder... is it possible to reconstruct the elevation data out of these?
  8. Voronoi Shatters results

    Is it true to say that voronoi shatters always result in polyhedral shapes, and no convex or concave (polygon shapes) at all? thanks Jack
  9. In the Draw call, I just render all buffered vertices collected from the dynamics world, at the entry point of Draw, it always reporting empty buffers. I have setup the DXDebugDrawer correctly by deriving from the btIDebugDraw interface and I've made a call to the setDebugDrawer, how come it didn't work? if (m_dynamicsWorld) { m_dynamicsWorld->debugDrawWorld(); dynamic_cast(m_dynamicsWorld->getDebugDrawer())->Draw(); } thanks Jack
  10. if you have 40x40 cells in the map, and there will be 10x10 cells per cluster then there are 4 clusters per side and 4x4 = 16 clusters in total if one cell is 10 meters the max. extent is 400x400 meters so the bigger cell size the bigger the extents, also dependent on maximum cells allowed if the size of North America is 24.71 million km² (or 2.471 × 10 pow(13) m square), how would you choose a good cell size for it and you have probably a limited number of cells allowed because of the calculation time complexity? thanks Jack
  11. Now the question turns out to be how to accurately plot out the portals. Whenever I define a cluster as one "tile" one cluster as described as Mikko, or one "extent" per cluster, either way, I have to define the portals, Some guys suggested that you can make use of the contours generated from recast, or the tiles themselves. While I am interested in generating portals in just an AABB kind of thing. I thought you have to, at the clusters' border, somehow scan along it, and check both side of the clusters, and seeing that if there are any obstacles there, and finding the longest line along the border, and push that into an array... don't know if that works.. thanks Jack
  12. That's what it means by storing "every" portal ever visited in the opened list, so that we can come back to it when we need it.
  13. Oh, maybe I've forgotten some properties of astar already (because it is a little bit differnet than normal a*), do you mean, if the astar finds that D is a dead end, the next iteration will choose portal #1 as an alternative path (where it starts searching again), oh my silliness... thanks Jack
  14. Let's say, on abstract level, the path, namely, A->B->C->D->E is valid, but the agent must choose portal #1 to reach E.... Presumably the agent has chosen portal #2, and go to B, C and D and finally ending up finding itself getting stuck at D and cannot move over to E... The whole computation is wasted. How do I avoid this problem? thanks Jack
  15. I call on the shatter function and it now has a series of chunks stored, and I can retrieve those to the main physics system. But do I hide the main object and re-construct the fragment pieces into some other brand new game objects or some sort? Thanks Jack
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