Re: Calculating normalized patch coords from pixel coords?
Status: Alpha
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cwalther
From: James C. W. <jfc...@ya...> - 2010-03-31 19:27:08
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I think I understand. Thanks, Christian! -James --- On Sat, 3/27/10, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: Calculating normalized patch coords from pixel coords? To: "Content creation for the Pipmak Game Engine" <pip...@li...> Date: Saturday, March 27, 2010, 12:21 PM > In order to have a patch work across 3d space, and not be hindered > by the seperate cube faces, I wondered if there was a way to > calculate, with the 2D coords(e.g. face 1, 342, 567) the equivilent > in 3D coords? Sure, you have everything you need. You can get the pixel dimensions of the background face from 'w, h = pipmak.getimage("myface.jpeg"):size()', and the geometrical arrangement of the face images in 3D space is shown in figures 2 and 3 in the manual. An edge of the cube is two units in normalized units and (w-1) or (h-1) in pixels, which gets you the scale factor, and as a fixed point you know that (w/2, h/2) in pixels is (0, 0, -1) in normalized coordinates (the center of the face), for face 1, and so on for the other faces as shown in figure 2. -Christian ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |