Thread: [PyOpenGL-Users] GLU verticies
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From: Andrew W. <and...@al...> - 2007-05-24 14:02:10
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Hello, I'm trying to get the verticies out of a GLU_tesselator. I don't really want to use the feedback buffer as it applies all the matrix transformations (floating point errors) and is quite slow in pyopengl, are there any other method to do this? Thanks Andrew On 5/22/07, Jason Ward <ir...@gm...> wrote: > > Hi > > I am wanting to do collision detection. > In order to do this I need to keep track of the vertices of my polygons. > So I am storing all the vertices and then I am multiplying them by the > modelview matrix, then the product of that I multiply > by the projection matrix (which is a perspective one). > > To test whether my values are correct I then load the identity matrix and > draw a white line using the same x and z coords > that I calculated, (that is where my vertex should lie) the white line is > drawn down the y axis so I don't bother calculating a y value. > > This doesn't work for any transformations. > Either I am doing the matrix multiplications wrong or I am using the wrong > matices. > > If there is a simpler way of keeping track of where my vertices are please > let me know. > If I can read the vertex values straight from the computer without doing > any calcs please let me know. > > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > > |