Share with us how are you using the powerrrr of the force
Moderator: Alain
by Xpoint » Thu Apr 28, 2005 12:32 pm
I'm not sure what this is, but it looks like a bug
Is there some way to fix this?
video (DivX movie)
-
Xpoint
-
- Posts: 71
- Joined: Wed May 26, 2004 5:41 pm
- Location: Netherlands
-
by tomek » Thu Apr 28, 2005 3:08 pm
I'm 99,999% sure that mesh is bigger than collision primitive.
-
tomek
-
- Posts: 102
- Joined: Wed Jun 23, 2004 12:34 pm
by Xpoint » Thu Apr 28, 2005 3:37 pm
The only thing to see that is to implant the newton debug, and that is very easy
-
Xpoint
-
- Posts: 71
- Joined: Wed May 26, 2004 5:41 pm
- Location: Netherlands
-
by Assembler » Fri Apr 29, 2005 10:09 am
Thanks for the Link to NeHe!
The Bug looks a bit crazy!
No idea what it could be...
-
Assembler
-
- Posts: 47
- Joined: Fri Mar 11, 2005 10:20 am
- Location: Schorndorf (Germany)
-
by Xpoint » Sun May 01, 2005 4:50 pm
I'm realy busy with my 3DS loader right now, but I'm going on vacation tomorrow, so I'll be back in one week.
-
Xpoint
-
- Posts: 71
- Joined: Wed May 26, 2004 5:41 pm
- Location: Netherlands
-
by Stucuk » Fri May 06, 2005 2:25 pm
Does ur 3ds loader use the face flags to work out the normals?
-
Stucuk
-
- Posts: 801
- Joined: Sat Mar 12, 2005 3:54 pm
- Location: Scotland
-
by Xpoint » Fri May 06, 2005 2:31 pm
No, I'm calculating the vertex normals.
Is there a way to get them from the flags then? (I don't know alot of the 3DS file format, just enough to edit a existing loader from the G3D engine.
)
-
Xpoint
-
- Posts: 71
- Joined: Wed May 26, 2004 5:41 pm
- Location: Netherlands
-
by Stucuk » Fri May 06, 2005 2:34 pm
If u don't take the flags into account not all models normals will work. I noticed that the model ur using worked in my prog too. But others don't always work right (some compleatly wrong).
Currently im trying to work it out....
EDIT:
U can see the problems in
this thread
You can get info on the 3ds format from
here
-
Stucuk
-
- Posts: 801
- Joined: Sat Mar 12, 2005 3:54 pm
- Location: Scotland
-
by Xpoint » Fri May 06, 2005 3:11 pm
ok, i'll look for it to, but for now i don't think i'm getting trouble with that
-
Xpoint
-
- Posts: 71
- Joined: Wed May 26, 2004 5:41 pm
- Location: Netherlands
-
by Xpoint » Tue May 10, 2005 11:50 am
My plans are changed! I'm going to work on a engine called 'Real World'. My goal with this engine is to make realistic worlds, graphical and physical! (with newton ofcourse
)
For now my plan is to make this engine free, so I hope to get my first results very soon.
-
Xpoint
-
- Posts: 71
- Joined: Wed May 26, 2004 5:41 pm
- Location: Netherlands
-
by Xpoint » Sat Jun 04, 2005 6:33 pm
Ok, almost a month later!
I've got per-pixel lighting, specular mapping, parallax bump mapping, and also fixed function
More soon I hope.
Fixed Function: (boring...
)
Pixel Shaders 2.0:
(some1 give me a new video card... It runs to slow on my FX5200
)
-
Xpoint
-
- Posts: 71
- Joined: Wed May 26, 2004 5:41 pm
- Location: Netherlands
-
Return to User Gallery
Who is online
Users browsing this forum: No registered users and 43 guests