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AlessandroMastronardi

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Everything posted by AlessandroMastronardi

  1. Hi folks,  I have a GLSL shader that is working fine using UV coordinates in range [0,1]. However, some models that have a UDIM UV space, thus exceeding that range, won't work. There is a chance to have gl_TexCoord to read, say a [n,n+1] space where n>0 ? Thanks for any help.
  2. Hello, I have a 3D box in space and I know two points, more specifically its minimum and maximum coordinates. Those points are basically the 3D box diagonal. There is a practical way to calculate the remaining 6 points? Thanks
  3. AlessandroMastronardi

    Computex 3D box coordinates from min() and max() points

    Thanks for the answer Buckeye, this would be correct if the box has no transformations of any kind, but say for example it is rotated in 3D space: in that case the calculations above won't suffice.
  4. Hi, I asked this also in the opengl forum, but probably is more somethimg about math. I have an object rotated in local space as follows: pitch=45, yaw=30, roll=15 Given that world axis are [1,0,0] [0,1,0] [0,0,1] How would I calculate world angles out of it... what is the math beyond it?
  5. AlessandroMastronardi

    world to local rotations

    Thank you very much to all of you for these explanations. I think I finally understood how it works!
  6. AlessandroMastronardi

    world to local rotations

    And what drives me crazy is that I'm so dumb to figure out what it seems to be such an easy problem. I mean, let's forget opengl for a moment. I have an object rotated in local space as follows: pitch=45, yaw=30, roll=15 Given that world axis are [1,0,0] [0,1,0] [0,0,1] Now, let's calculate world angles out of it... what is the math beyond it?
  7. AlessandroMastronardi

    world to local rotations

    Yes, it's exactly like that. All I need to do is to convert the values of local rotations in Application1 to world rotation values, so that Application2 can use those values and display objects with the same orientation. So, say in Application1 I have an object rotated in local space, what I'm doing to convert local angles to world angles is: 1) build the rotation matrix out of object rotation angles 2) multiply the modelview by the object rotation matrix built at step1 3) get the euler angles from the above matrix The angles computed this way, and I applied to Application2 are not working (i.e. the object orientation doesn't match the one in Application1) This problem is driving me nut.
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