| To: | REALbasic Games <realbasic-games at lists dot realsoftware dot com> |
|---|---|
| Subject: | Re: OBJ and 3DS support for vertex colors |
| From: | Lo Saeteurn <realbasic at miensoftware dot com> |
| Date: | Tue, 16 Aug 2005 10:30:06 -0700 |
| Delivered-to: | realbasic-games at lists dot realsoftware dot com |
| References: | <8DF2BB08-78E5-4A06-B484-895B5868CC47 at miensoftware dot com> <98D5C6A8-4D28-4AAC-9D45-664AA46DD36E at chaoticbox dot com> <D962D06D-00DB-4899-A24F-5553090F959B at miensoftware dot com> <CAE9040D-2C53-47E2-81EC-3B54FA9F6C50 at chaoticbox dot com> <C67E7CE8-E64B-4C39-A825-14CD0A88C271 at miensoftware dot com> <75099C14-B525-45F5-B96A-6FF18C435514 at chaoticbox dot com> <D1B36A2F-97EE-4B71-BC3B-BD3A5548541A at miensoftware dot com> <049C1457-8F68-4A08-A591-E874CF0EC7B7 at chaoticbox dot com> |
Alright. Thanks for your help. I'll give it a shot. You pretty much have to run the vertex and normal through the same rotation matrix. I'm not sure if Quesa has methods to let you can extract the appropriate matrix so this might be a bit of a pain (or a major pain if the object is transformed by one or more parent groups). You'll have to take scaling into account as well... :/Everything's *much* easier if all static geometry is already in worldspace before giving it to Quesa. Static geometry is also more efficient this way since Quesa won't have to do redundant transforms every frame. I know this may not be practical based on stuff you've previously posted here (e.g. your modular world editor) but a little more pre-processing to get vertexes into worldsapce from the get-go can prevent a lot of headaches later on. _______________________________________________ Unsubscribe or switch delivery mode: <http://www.realsoftware.com/support/listmanager/> Search the archives of this list here: <http://support.realsoftware.com/listarchives/lists.html> |
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