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About tonyoto

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  1. SlimDX is great! Just wanted to ask if Vector3.Transform() will find its way in?
  2. Hi, I'd like to implement three colored axis lines that indicate the world orientation in my simple model/scene viewer. Up until now all objects have been part of my scene graph as a hierarchy, but these lines are different. They should always be in the same place on the screen regardless of camera orientation but should of course always be rotated like the camera. Could anyone suggest a way to achieve this? The lines are at the moment implemented as scene nodes and I suppose one solution would be to add the lines as child nodes to the camera, which by the way is also a scene node. This way the lines would always be in view, following the camera. [Camera node] ..[Container node] ....[Blue Z-axis line] ....[Red X-axis line] ....[Green Y-axis line] One downside might be that since they are part of the scene, objects in front of them might cover them. Also they have to be translated every render call. Another option I guess is to render them to a texture which is then rendered onto the view as a quad, more like a gui element. Is there a better, more correct or more efficient way to do this or am I on to something? Thanks.
  3. Hi, I'm doing this model viewer experiment and I recently implemented a camera. Before, when moving the model, I could just map mouse x/y movement to the model x/y position. Now, when I rotate the camera say 90 degrees to the right, when I move the mouse right/left the model actually moves towards/from the camera, which is kind of logical considering camera x-axis now is world z-axis. Could someone please explain the best way to translate camera space mouse movements to world space so that the model always moves relative to the mouse movements regardless of the rotation/position of the camera? Thanks.
  4. Quote:Original post by OrangyTang Quote:Original post by tonyoto On the other hand these widgets are only for representing non-visual objects and you wouldn't want them to be saved with your final scene. Why not? Surely shading and lighting are important in defining the look and feel of a scene. Throwing that information away when you save and load doesn't seem like a good idea to me. Sorry if I was unclear. I'm not talking about the lights themselves but the often simple cones, spheres, rhombi or such that might be representing them in a 3D editor only as a visual aid. Surely it must be unnecessary to save them with the scene.
  5. Hi, So I have made this little engine with a scene graph and some scene nodes and I'm testing it with a simple editor. So far it's mostly been picking and rotating basic meshes but now I'm implementing shading, lights and effect nodes which raises a question. These types of objects do not have a natural representation in the scene graph like a mesh does and thus I can't see, pick or move them with the mouse pointer. Of course, like in any other 3D editor I need some kind of widget to represent these objects. On one hand it would be so easy to implement them as scene nodes and insert them directly into the scene graph as a parent node so that when moved it automatically moves its child nodes. On the other hand these widgets are only for representing non-visual objects and you wouldn't want them to be saved with your final scene. Because of this, maybe it's better to store them separately from the graph. Any ideas? How do people usually do this?
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