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NPS

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  1. [quote name='wodinoneeye' timestamp='1343365551' post='4963516']'least common denominator' codec[/quote]Any suggestions then?
  2. Yeah, the coded-thing is the problem. We've already come across big problems with audio playback due to codec-issues. Theoretically it works and practically not always. So we'd like to use a reliable method, if possible.
  3. [s]First of all, due to nature of the problem I wasn't sure what category this topic fall into. If I chose wrongl, please let me know or move this thread for me.[/s] Edit: Thx. Me and my friends are currently creating an android/iOS game using marmalade. We want to add an intro (animation) to it and we're wondering what's the best way to create and render an animation. Probably the easiest way would be for our graphics artist to create an animation in whatever software he likes and save it as *.avi or any film format. Then we would just display the film in game. But after a short research we came to a conclusion that it might be a bit (or very [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img]) difficult using marmalade. So another idea was to create a 2D animation (as a series of layers and translate/rotate/scale/color&alpha change tranformations) in a 3D graphics software like Blender, save the animation (as keyframe information), then load it in our game and display. But we're not sure if that wouldn't be making a mountain out of a molehill. So maybe there are easier ways (existing tools?) to create a simple 2D animation and rendering it in the mobile game (with marmalade)? Or, if the idea with Blender is ok, what 3D file format should we use? We need vertex position, texture and texture coords, colour and alpha information. Texture animation would be nice too.
  4. The nice thing is I've implemented some kind of rotations queue. It was before I found out about the described problem. But when I got my solution I just changed changed the code so that it performed rotations from the last one to the first. So I didn't even have to change much. And it works nicely. But still, can you describe your idea? I'm just curious. How do you want to create your array?
  5. I figured it out. To rotate about local axes call glRotate in order you want to rotate. To rotate about global axes call glRotate backwards - last rotation goes first, first goes last. Example: You want to rotate object about local axes: 1) about X axis 2) about Y axis 3) about Z axis Write: 1) glRotate(angle, 1.0, 0.0, 0.0); 2) glRotate(angle, 0.0, 1.0, 0.0); 3) glRotate(angle, 0.0, 0.0, 1.0); You want to rotate object about global axes: 1) about X axis 2) about Y axis 3) about Z axis Write: 1) glRotate(angle, 0.0, 0.0, 1.0); 2) glRotate(angle, 0.0, 1.0, 0.0); 3) glRotate(angle, 1.0, 0.0, 0.0); jyk, I don't get your idea on creating the array (I'm just saying as I've solved the problem).
  6. That sounds like an idea. It has its advantages. Although, when implemented it would look like a big monster with a lot of switches and cases. Should work but I'm not sure if it could be called "A good style of programming" and if it's a good way to do it. Anyway, it's an option and thank you for that.
  7. You've got some object. You rotate it about Y axis CCW 90 degrees. You can say (form your point of view) it rotates from left to right. Then you rotate it about X axis CCW 90 degrees. If you rotated it about global X axis, it should rotate from up to down. But when you use glRotate(), it rotates about its local Y axis, so it rotates like clock's hand (all the time you observe form the same point). I hope that cleared things up a little.
  8. Hi, everybody. I'm new here. Anyway, I've got a 3D object and want to rotate it. See, I'm writing a 3D Tetris and I want to be able to rotate it about global axes. glRotate() function rotates objects about their local axes. Actually it rotates coordinate system and then you're able to draw in that rotated system. The thing is in 3D Tetris when user presses for example 'Q' button he wants to rotate the brick about the X axis CCW. Then he presses for example 'W' button to rotate it about the Y axis. But the object rotates about its rotated Y axis which is not what the user wants. It's not what I want either. How to rotate about global axes (about axes which remain the same for the whole time)?