From: Kevin M. <ke...@vr...> - 2002-04-01 15:25:40
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I think the simpleGlut example on the isugamedev CVS sets up your viewing for 3D... all you would need to do is add in your geometry rendering at the appropriate "TODO" point. I think the function is called "Draw" or "OnRender" something like that... For the bike model, I would write a geometry loader, but you should be able to approximate some stuf by coding the opengl by hand. for geometry model formats I'd use .obj, .ase, or .vrml. I think 3d studio will export all of them (need a plugin for .obj) @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Mon, 25 Mar 2002, Lou Herard wrote: > So, I've decided to take the quantum leap into the realm of 3D graphi= cs with OpenGL and glut. The only problem is that I HAVE NO FRIKKIN IDEA W= HAT I'M DOING!!!! So, I was wondering if any of you 3D gurus had any words= of wisdom for me. OK, now let me go into a little bit of detail about wha= t I need help with. > > I'm making a BMX game. My plan is to make it like Mat Hoffman's Pro = BMX, with better gameplay (I'll let Hoffman beat me in the graphics departm= ent for right now). I'm working on the bike model. Right now, all I have = is the wheel class, which stores the wheel's world coordinates. Ultimately= , the wheel's world coordinates will be determined by the bike (since the w= heel is connected to the bike), but for now it's just floating in space. A= nyway, I have the points that constitute the wheel stored in a couple GL_LI= NES structures (basically, to enhance the 3D look, I made two identical cir= cles, one on the positive side of the Z axis, and one on the negative side = of the Z axis). I was looking through the redbook and it confuses the hell= out of me. How do I set the program up for 3D viewing? All this glMatrix= Mode and other stuff is kinda strange to look at. And then, once I have th= at set up, how do I actually transform the points in the structure? I'll l= ook at some code, too, but anyone who helps me out gets $5. (ok, maybe not= , but if you have any suggestions, I'd really appreciate them.) > > - Lou > > P.S. Over break, I was cleaning out my old laptop and I found some of th= e stuff I made in QB45. If anyone wants to see it, I can bring it to the m= eeting on Thursday. I have some executables. > |