Re: [Vrmlengine-main] compiling issues
Game engine supporting many 3D/2D formats and graphic effects
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From: <da...@la...> - 2009-01-20 02:51:52
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On Tue, 20 Jan 2009, Michalis Kamburelis wrote: > da...@la... wrote: >> >> it would be very useful if there was a way to move this in the program >> (insert/delete let you move vertically with gravity turned off) > > Hm, good idea. I added this as Ctrl+Insert, Ctrl+Delete. (At first I > wondered whether to just redefine insert/delete for this when gravity is > off, but this doesn't feel good on models where you're often outside the > bbox of the scene.) I think you meant when gravity is on, when gravity is on and you are outside of the bounding box, strange things happen. David Lang > I also added "Avatar height", "current height above the ground" on > status text in Walk mode, this should be helpful now. > > Note that current height above the ground varies compared to "Avatar > height", due to head bobbing and sometimes due to camera radius > (colliding of steep stairs). "Avatar height" (this is exactly what was > set by NavigationInfo.avatarSize[1]) is usually slightly larger than > "current height" when standing still, as then head bobbing makes you go > a little down then. > > (I think I'll make some extentions to NavigationInfo to control the > amount of head-bobbing; but I'm getting off-topic..). > >> >> in playing around with this and the kadota-land.3ds file (now on my site) >> I sometimes end up with the camera eye level a foot or so above ground >> level and sometimes around 9 feet above ground level > > When there's no NavigationInfo.avatarSize (or when the file is not > VRML/X3D) then default height above the scene is calculated, based on > scene bounding box size. (But it should of course stay constant for the > same scene --- if it's not, you got a bug, please say on which > viewpoints you get different levels above the ground, I'll investigate). > >> >> it would also be useful if there was a way to change the units in the >> display from meters to feet for the on-screen displays. > > I'm unsure about this feature --- I mean, once I start thinking > different units of distance, all hell breaks loose and interface gets > cluttered, as far as I'm concerned... My current approach is to never > talk about "meters" or anything --- what we display are just units > within the 3D file. > > You can always scale your whole model, to make your 3D model "unit" > correspond to meter, feet or whatever you like... > > BTW, one important thing: in previous mail I forgot that you can do the > trick with adding NavigationInfo and Viewpoint much easier, without > explicitly converting your 3ds file to VRML. You can inline 3ds files > inside VRML, which means that you can write VRML file like attached > (also an example how you can scale your model), place it in the same dir > as kadota.3ds and you're done. The nice thing about this is that you can > freely re-export your 3ds file, and it stays separate from VRML-specific > features you write. > > Michalis > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by: > SourcForge Community > SourceForge wants to tell your story. > http://p.sf.net/sfu/sf-spreadtheword > _______________________________________________ > vrmlengine-main mailing list > vrm...@li... > https://lists.sourceforge.net/lists/listinfo/vrmlengine-main > |