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About yanksfan2344

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  1. Parsing Models with Multiple Textures

    [quote name='Khatharr' timestamp='1353047987' post='5001459'] I've never worked with lib3ds so I can't advise, but you may want to ask in the graphics programming forum. I'd be amazed if there weren't a simple way to do so. [/quote] Is there a way to move this such that there isn't a duplicate?
  2. So I'm working on a graphics project for school and I got model loading set up a few weeks ago. Essentially I used lib3ds to get a list of all of the vertices of a model and then render them. This works fine for models with a single texture. My question is how should I go about managing models with more than one texture? Is there a common system in .3ds files for such a thing? Like is it a per mesh assignment? It seems like if each mesh was assigned a texture then doing this would not be a big deal, just a matter of rebinding the texture when the next mesh's vertices come along. If this isn't possible or practical that's fine too. For the scope of this project single texture models will work, I just want to get fancy if I can.
  3. Rendering Magnetic Fields

    @Emergent 3D and yes, I have taken a whole course on it. Thanks for getting back to me on this. I'll look into the algorithms that you posted and come back if I have any more questions. Edit: OK yea I have more questions. First and foremost I assume x in the B(x) is position of the measurement? Secondly if I go along a grid and use this equation to create a vector field, how exactly do I traverse that? In my experience with vector fields the traversal tends to be somewhat ambiguous as long as the line you draw is tangent to the arrows you're passing by, so how would I decide in a program what path to use? Would it just be the points with the same (or close to the same) potential?
  4. Rendering Magnetic Fields

    So I'm making a game involving electric and magnetic fields and I'm running into an issue. What is the best (and physically accurate) way to calculate and render the magnetic field lines resulting from a dipole? I need to be able to represent these mathematically because I plan on having arrows traveling along the lines so that direction and intensity can be inferred by the user. Something that is parametric would be great but I haven't been able to come across anything up to this point. Thanks!
  5. So I have been debating with myself about this for a bit and I figured I would ask here to get an opinion. Where is a good place to call functions that set parameters related to texturing? For example, glTexParameteri(). If I want the filtering for one object's texture to be different from another does that mean I essentially have to set all of that up in its render function? Would there be a lot of overhead in doing such a thing? Thoughts are appreciated.
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