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From: Neal T. <ne...@ps...> - 2000-07-21 09:54:37
|
Giovanni Bajo <ba...@pr...> writes: > In DirectX, there is a ZBIAS stuff that let you set a priority order > (integer) when Z matches. It is a renderstate. But looking at the caps, it > is not supported in every boards I have tried. I heard it is an old thingie > of first Voodoo boards. Yes, the support for zbias seems to be rather inconsistent. > I had not found something similiar in OpenGL. You may want to look at the 1.1 glPolygonOffset function. Neal Tringham (Sick Puppies) ne...@ps... ne...@em... |
From: Giovanni B. <ba...@pr...> - 2000-07-21 07:48:34
|
In DirectX, there is a ZBIAS stuff that let you set a priority order (integer) when Z matches. It is a renderstate. But looking at the caps, it is not supported in every boards I have tried. I heard it is an old thingie of first Voodoo boards. I had not found something similiar in OpenGL. --- Giovanni Bajo Lead Programmer Protonic Interactive www.protonic.net a brand of Prograph Research S.r.l. www.prograph.it > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...]On Behalf Of Angel > Popov > Sent: Friday, July 21, 2000 9:27 AM > To: gda...@li... > Subject: Re: [Algorithms] Bullets on walls > > > > Hi! > > I added wallmarks in my 3d engine but when I fire on the border > of a wall > I would like to clip the wallmark to the wall. > > > > I have some ideas but I think they are a bit slow... (manual clipping, > texgen, stencil?) > > > > How do you do this? > > > > Thanks for any help! > > An extention like glDepthFunc( GL_ALMOST_EQUAL ) will be quite usefull for > things like wallmarks and loosely projected shadows. > Does anyone know if something like this is avaiable on current hardware? > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > |
From: Ray <ra...@gu...> - 2000-07-21 07:25:52
|
> Anceschi Mauro wrote: > > Hi. > I have a little problem in my 3D space game. > When my ship "fire" from a cannon i use a new local axis for the new > object i'm firing , for calculate the next point of the laser. > But this works bad, and i don't have much precision. > So my question is: > How can interpolate from 2 point in 3d? > (x,y,z) and (x',y',z') (suppose the second is an enemy ship). > > Thanks, > > mauro Hi, What you could do is use a simple parametric equation. for t=0.0 to 1.0 currentpoint = point0 + (point1-point0)*t; where point0 = (x,y,z) and point1 = (x',y',z') when t = 0.0, you are at (x,y,z) when t = 1.0, you are at (x',y',z') when t = 0.5, you are half way between. It can be broken down into: newx = x + (x'-x)*t; newy = y + (y'-y)*t; newz = z + (z'-z)*t; Hope that helps. What you can do is depend t on your framerate to get a consistant velocity. This is effectively giving you a velocity of (point1-point0) per second. That's my answer without telling you to do something completely different like having a given velocity for your cannonfire and yadda yadda, etc... - Ray ra...@gu... |
From: Anceschi M. <anc...@li...> - 2000-07-21 06:56:34
|
Hi. I have a little problem in my 3D space game. When my ship "fire" from a cannon i use a new local axis for the new = object i'm firing , for calculate the next point of the laser. But this works bad, and i don't have much precision. So my question is: How can interpolate from 2 point in 3d? (x,y,z) and (x',y',z') (suppose the second is an enemy ship). =20 Thanks, =20 mauro =20 |
From: Angel P. <ju...@bi...> - 2000-07-21 05:59:24
|
> Hi! > I added wallmarks in my 3d engine but when I fire on the border of a wall I would like to clip the wallmark to the wall. > > I have some ideas but I think they are a bit slow... (manual clipping, texgen, stencil?) > > How do you do this? > > Thanks for any help! An extention like glDepthFunc( GL_ALMOST_EQUAL ) will be quite usefull for things like wallmarks and loosely projected shadows. Does anyone know if something like this is avaiable on current hardware? |
From: Mark W. <mwa...@to...> - 2000-07-21 04:52:25
|
An extension to Jaimi's method may be to render the bullet holes to an overlay texture (of which you would have a maximum number) which is only rendered *once* on-top of the wall. With complex texture mapping this is obviously not possible, but perhaps for simple quads it would be acceptable ? Perhaps some form of scalable solution - like use Jaimi's method for a small number and when a threshold is reached, combine them into the single texture as I've mentioned and repeat ... ?? Just my 2c worth ... Mark > In d3d, this is the way I do it: > > Create decals with a one pixel transparent border. > Then, set the texture address mode to "Clamp". > Calculate new UV coordinates for your decal based on the wall, instead > of the Decal - then redraw the entire wall with your decal texture and > new UV coordinates. > This way you do not have to clip at all. I would assume you could > do the same in OpenGL. > > Jaimi |
From: Blake S. <bse...@ro...> - 2000-07-21 03:10:32
|
I'm getting passed pixel data that has been encoded with the following FOURCC pixel formats: MKFOURCC('I','4','2','0') /* planar YCrCb */ MKFOURCC('Y','V','1','2') /* planar YVU420 */ MKFOURCC('Y','U','Y','2') /* packed YUV422 */ MKFOURCC('U','Y','V','Y') /* packed YUV422 */ MKFOURCC('Y','V','U','9') /* Intel YVU9 */ MKFOURCC('3','B','G','R') /* RGB-32 ?? */ MKFOURCC('B','G','R',' ') /* top-down RGB-24*/ MKFOURCC('6','B','G','R') /* RGB-16 565 */ MKFOURCC('5','B','G','R') /* RGB-16 555 */ MKFOURCC('T','I','B','8') /* RGB-8 w. pal-e */ MKFOURCC('2','V','U','Y') /* planar YCrCb */ MKFOURCC('1','V','U','Y') /* ??? */ MKFOURCC('R','V','U','Y') /* ??? */ I'm getting passed the pixel array, a rectangle, one of these FOURCC codes and a pixel bit count. I need to blit these to a window, or convert them to a BITMAPINFO struct so I can then blit or whatever. I'm in a win32 environment, but I can't use directX. Searching through MSDN seems to only refer to directX routines that operate on pixel data in this format... Does anyone know of a routine or lib that converts these to something I can work with that is not DirectX based? I could write conversions on my own, but I doubt they would be very fast... -Blake |
From: John R. <jra...@ve...> - 2000-07-21 02:45:47
|
Can anyone recommend some resources on how to 'clean-up' a mesh which has suffered the insult and injury of having a rather violent boolean operation performed on it? Something which will detect T-junctions and split those offending polygons up so that they will share vertices with their neighbors? Is it as simple as detecting any vertice which lies on the edge of a face and then splitting the face at that location? Thanks, John |
From: <Nik...@ao...> - 2000-07-21 02:39:53
|
I recently finished writing a collision detection system for my engine (using OBBs); however I have been having trouble with the system not always detecting collisions. I tested all of the functions separately to confirm their accuracy; yet this brought no avail. I decided to work backwards to find the bug, and I used a function from the RAPID library which tests for disjointedness between two boxes. Here is the description of the function: This is a test between two boxes, box A and box B. It is assumed that the coordinate system is aligned and centered on box A. The 3x3 matrix B specifies box B's orientation with respect to box A. Specifically, the columns of B are the basis vectors (axis vectors) of box B. The center of box B is located at the vector T. The dimensions of box B are given in the array b. The orientation and placement of box A, in this coordinate system, are the identity matrix and zero vector, respectively, so they need not be specified. The dimensions of box A are given in array a. obb_disjoint(double B[3][3], double T[3], double a[3], double b[3]); I set up a situation in Max using two boxes, in which the collision detection failed, and I then entered the box data in by hand. The result was that after putting box 2 in box 1's coordinate system, the matrix B was a 128 degree rotation around the Z axis (or Max's Y axis). The location of box 2 in relation to box 1 was: T[0]= -5.853f; T[1]= -2.173f; T[2]= 3.842f; And the dimensions (half-lengths) were: Bd[0]= 2; Bd[1]= 4; Bd[2]= 4.5; Ad[0]= 4; Ad[1]= 1; Ad[2]= 7.5; If you set this situation up in Max, it is obvious that the two boxes intersect (make sure to switch the Y & Z coordinates because of the difference in D3D and Max's CS, and multiply the half-lengths by 2 to get the actual dimensions). Yet, RAPID's function reports that the boxes are disjoint. Any help would be appreciated. Thanks, Nik...@ao... |
From: jason w. <jas...@po...> - 2000-07-21 01:46:02
|
another stratagy that may work ok as a compramise: if you've already got a lightmap on the world geometry, then do a subtexture update to the texture in question, making some little marks on it. it limits what you can do... I suspect it could be hard to get good blood stain looking things. You'd also possibly get a framerate hit while someone is shooting.. a bad situation. But it does avoid the overhead of rendering seperate geometry. and a final little diatribe on my part: I think in this next generation, games that use world geometry only a little more detailed than the current, and instead use all the rest of the geforce or whatever's few million polygons for interactive effects like this... I think game engines that make that choice will end up way better than games that just dump a huge high poly world object at the T&L. or to put it another way: what's better: a 500 poly character with a shadow cast on the floor, or a 1000 poly char with no shadow. I think shadow wins. |
From: jason w. <jas...@po...> - 2000-07-21 01:40:51
|
survey says: BZZZZZZZZT in an online action game, like say.. counterstrike.. decals become *vital* to gameplay. you just can't see what you're doing otherwise.. situations happen where two people are facing off on either side of a doorway of some sort.. in that kind of fire fight, you can easily use the decals on the wall behind you to guestimate your enemies line of visability, get right up by it, and use it to your advantage I would now consider these sorts of marring effects a required feature of any FPS or real time tactics game. jason |
From: Jaimi M. <ja...@al...> - 2000-07-21 00:16:34
|
It's not *that* slow. Having a list of quads means you get into all those z-fighting problems. Nothing that could not be overcame, of course, but annoying nonetheless. I guess the reason that this works for me because my decals are usually very large and not very numerous (I use them for explosion marks, and for shadows). Still - I will try it out everyone elses way. Doesn't hurt to try new things. Jaimi -----Original Message----- This is really really slow -- your much better off having a list of quads and rendering the bulletmarks as those... Leathal. _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: <Lea...@en...> - 2000-07-20 22:41:20
|
> Calculate new UV coordinates for your decal based on the wall, instead > of the Decal - then redraw the entire wall with your decal texture and > new UV coordinates. This is really really slow -- your much better off having a list of quads and rendering the bulletmarks as those... Leathal. |
From: Steve W. <Ste...@im...> - 2000-07-20 21:50:31
|
Now you know why only the most efficient 3D engines provide battle damage. Stephen has indicated the industry standard for adding damage to a texture. It's not too expensive if you find the most efficient place to code it in your engine...it's just an extra UV calc and blt, or discover a new way. In either way it's one of the features that really makes a difference...cause without it it's like shooting blanks...think about some of the other references with that phrase...and you'll see why it's unthinkable to go without it. :) R&R > From: Stephen J Baker [mailto:sj...@li...] > > On Thu, 20 Jul 2000, Jaimi McEntire wrote: > > > In d3d, this is the way I do it: > > > > Create decals with a one pixel transparent border. > > Then, set the texture address mode to "Clamp". > > Calculate new UV coordinates for your decal based on the > wall, instead > > of the Decal - then redraw the entire wall with your decal > texture and > > new UV coordinates. > > This way you do not have to clip at all. I would assume you could > > do the same in OpenGL. > > Doesn't this get a bit expensive when someone fires of an entire > clip of ammo at one wall - and then walks right up to it to > examine the damage? Seems like each bullethole would be another > complete overwrite of the entire wall...bye-bye pixel-fill rate! > > > Steve Baker (817)619-2657 (Vox/Vox-Mail) > L3Com/Link Simulation & Training (817)619-2466 (Fax) > Work: sj...@li... http://www.link.com > Home: sjb...@ai... http://web2.airmail.net/sjbaker1 > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |
From: Jay S. <Ja...@va...> - 2000-07-20 21:12:45
|
This was the first thing I tried for the bullet holes in Half-Life. It's really, really slow. Once you have 3 or 4 bullet holes on a wall and a player walks up to the wall you are redrawing the entire screen 5 or 6 times (or more if you have complex materials). This just doesn't scale if you expect to have several decals on a single surface. It's much better to clip the decal polygons and draw them with polygon offset. Jay > -----Original Message----- > From: Jaimi McEntire [mailto:ja...@al...] > Sent: Thursday, July 20, 2000 1:01 PM > To: gda...@li... > Subject: RE: [Algorithms] Bullets on walls > > > In d3d, this is the way I do it: > > Create decals with a one pixel transparent border. > Then, set the texture address mode to "Clamp". > Calculate new UV coordinates for your decal based on the wall, instead > of the Decal - then redraw the entire wall with your decal texture and > new UV coordinates. > This way you do not have to clip at all. I would assume you could > do the same in OpenGL. > > Jaimi > > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...]On Behalf Of > Tiziano Lena > Sent: Thursday, July 20, 2000 2:19 PM > To: gda...@li... > Subject: [Algorithms] Bullets on walls > > > Hi! > I added wallmarks in my 3d engine but when I fire on the > border of a wall I > would like to clip the wallmark to the wall. > > I have some ideas but I think they are a bit slow... (manual clipping, > texgen, stencil?) > > How do you do this? > > Thanks for any help! > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |
From: Stephen J B. <sj...@li...> - 2000-07-20 21:12:45
|
On Thu, 20 Jul 2000, Jaimi McEntire wrote: > In d3d, this is the way I do it: > > Create decals with a one pixel transparent border. > Then, set the texture address mode to "Clamp". > Calculate new UV coordinates for your decal based on the wall, instead > of the Decal - then redraw the entire wall with your decal texture and > new UV coordinates. > This way you do not have to clip at all. I would assume you could > do the same in OpenGL. Doesn't this get a bit expensive when someone fires of an entire clip of ammo at one wall - and then walks right up to it to examine the damage? Seems like each bullethole would be another complete overwrite of the entire wall...bye-bye pixel-fill rate! Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |
From: Kent Q. <ken...@co...> - 2000-07-20 20:02:00
|
Sleazy...but -- they missed, right? So it doesn't REALLY matter where the bullet hits... Move it over until it's all the way onto the wall and don't worry about it. :-) Kent Tiziano Lena wrote: > > Hi! > I added wallmarks in my 3d engine but when I fire on the border of a wall I would like to clip the wallmark to the wall. > > I have some ideas but I think they are a bit slow... (manual clipping, texgen, stencil?) > > How do you do this? -- ----------------------------------------------------------------------- Kent Quirk | CogniToy: Intelligent toys... Game Designer | for intelligent minds. ken...@co... | http://www.cognitoy.com/ _____________________________|_________________________________________ |
From: Jaimi M. <ja...@al...> - 2000-07-20 19:52:57
|
In d3d, this is the way I do it: Create decals with a one pixel transparent border. Then, set the texture address mode to "Clamp". Calculate new UV coordinates for your decal based on the wall, instead of the Decal - then redraw the entire wall with your decal texture and new UV coordinates. This way you do not have to clip at all. I would assume you could do the same in OpenGL. Jaimi -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Tiziano Lena Sent: Thursday, July 20, 2000 2:19 PM To: gda...@li... Subject: [Algorithms] Bullets on walls Hi! I added wallmarks in my 3d engine but when I fire on the border of a wall I would like to clip the wallmark to the wall. I have some ideas but I think they are a bit slow... (manual clipping, texgen, stencil?) How do you do this? Thanks for any help! _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Tiziano L. <tl...@fl...> - 2000-07-20 19:20:46
|
Hi! I added wallmarks in my 3d engine but when I fire on the border of a wall I would like to clip the wallmark to the wall. I have some ideas but I think they are a bit slow... (manual clipping, texgen, stencil?) How do you do this? Thanks for any help! |
From: Kevin L. <lac...@in...> - 2000-07-20 19:19:55
|
What wouild the c++ code look like that polls the cpu ? to see what type of stucture I want to use? For example using the mmx vector and matrix classes etc. Thanks Kevin -- |
From: Scott B. <sc...@ga...> - 2000-07-20 16:55:27
|
Win32 GUID's are based on the algorithm used by OSF's DCE. Here's a starting point: http://msdn.microsoft.com/library/default.asp?URL=/library/books/inole/S10E8 .HTM Check out the last paragraph...talks about where to find the actual spec for the algorithm. Scott -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Matthew Davies Sent: Thursday, July 20, 2000 1:59 AM To: Algorithms List (E-mail) Subject: [Algorithms] GUIDs Hi, Does anyone know the algorithm or have source code describing the way CoGuidCreate or UuidCreate generates the GUIDs? Or perhaps there's a cross platform solution to generating globally unique identifiers? Regards, Matt J. Davies Programmer Acclaim Studios Ltd. Lansdown Road, Cheltenham, Gloucestershire, United Kingdom, GL50 2JA. Tel: +44 (0) 1242 533 682 Fax: +44 (0) 1242 533 700 |
From: Marco C. <ma...@pr...> - 2000-07-20 13:47:23
|
----- Original Message ----- From: Leigh McRae <lei...@ro...> To: <gda...@li...> Sent: Wednesday, July 19, 2000 3:21 PM Subject: [Algorithms] 3DS woes. > Sorry if OT but I have spent way too long on this 3ds exporter thing. > > I wrote some code to read a 3ds file and things work for the most part. I > have the basic models and texture mapping working right but somethings > wacked. I have a house.3ds file that is basicly a box and roof but the > roof never lands on top of the house. >The NVidia toolkit viewer also doesn't show the roof right. Is this a common thing? > Any help on getting a model out of MAX would be much appreciated and I can > give my semi-broken code out if it helps fix it. > Leigh McRae I found similar problems, common with all other viewers...I fixed it removing history; if you remove history from 3dS MAX and then export the .3ds model,it should work fine... Marco Corbetta ma...@pr... > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > |
From: Kent Q. <ken...@co...> - 2000-07-20 13:35:01
|
I don't have the details, but as I recall, the general idea was to combine the network MAC address of the machine generating the GUID (which is a 48-bit unique number) with a version of the date and time down to the millisecond. No two machines with a network card should ever be able to generate the same GUIDs that way (as long as you don't generate more than one per millisecond, anyway!). For machines that don't have a network card, there was some other way of getting the 48-bit ID, but I forget what it is. > Matthew Davies wrote: > > Hi, > > Does anyone know the algorithm or have source code describing the way > CoGuidCreate or UuidCreate generates the GUIDs? Or perhaps there's a > cross platform solution to generating globally unique identifiers? > -- ----------------------------------------------------------------------- Kent Quirk | CogniToy: Intelligent toys... Game Designer | for intelligent minds. ken...@co... | http://www.cognitoy.com/ _____________________________|_________________________________________ |
From: Davide P. <da...@pr...> - 2000-07-20 13:32:00
|
>Does anyone know the algorithm or have source code describing the way >CoGuidCreate or UuidCreate generates the GUIDs? Or perhaps there's a = cross >platform solution to generating globally unique identifiers? MSDN library samples... VC98\mfc\utility\guidgen Davide Pirola www.prograph.it www.protonic.net |
From: Leigh M. <lei...@ro...> - 2000-07-20 13:25:11
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Thanks all for solving this problem. Not sure why I still expect published code to work. Just to sum up what I have concluded from this whole 3ds mess: 1) The 3ds export plugin for MAX R3.1 does indeed seem to be broken as I couldn't find anything that would display the 3ds file correctly. It was found that a Lightwave 3ds worked fine. 2) The 3ds format isn't worth the trouble unless you must have it for some compatability issue. DOS 8.3 file naming and the limit of 16bit indices was enough to make me leave the 3ds format. 3) There is a R3_SKELETON for export plugins found in the HOWTO directory that gives you the best starting point. 4) The ASCII export plugin is the best reference for actually writing the plugin. Leigh McRae ----- Original Message ----- From: Robert Dibley <RD...@ac...> To: <gda...@li...> Sent: Wednesday, July 19, 2000 12:10 PM Subject: RE: [Algorithms] 3DS woes. > > I have a house.3ds file that is basicly a box and roof but the > > roof never lands on top of the house. If I join the roof and box then it > > works ok. > > Are you by any chance using the MAX exporter that writes 3DS files ? > If so, then that may be your problem - when I looked at it, it seemed to be > bugged. Something to do with using the wrong matrix I think. Something > like GetNodeTM being used where GetObjectTM should have been perhaps ? > > hope thats some small help, > > Robert > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |