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427: 327 02/02/09 13:54 ID:??? AAS
 >>418 
 GeForce4 Tiに関する質問があります。 
 誰かGL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NVが何をするか分かりませんか? 
 この新しいトークンは、GL_NV_texture_shader3のOpenGL拡張(GeForce4 Tiシリーズでのみ利用可能) 
 の中で定義されているみたいです。 
 トムのハードウェアにおいて最近の調査の中で言及された「Z補正バンプ・マッピング」 
 は有利な面と、不利な面の両面がありますか? 
 外部リンク[html]:www.tomshardware.com
428: 327 02/02/09 13:57 ID:??? AAS
 >>420 
 うむ、それは390が言ったフィルター同じぐらい軽快に動作するように思える。
429: 327 02/02/09 14:08 ID:??? AAS
 >>421 
 >>419 
 Vmag.オンラインのムービークリップを見たことがありますか? 
 TidepoolデモはZ補正バンプ・マッピングの効果について説明します。 
 外部リンク[html]:www.vwalker.com  
  
 実際のジオメトリは置き換えずに、 
 水面の深度値が表面の高さによってピクセル毎に置換されているように見えます。 
 私はデモがAFFINE_DEPTH_REPLACEオペレーションか何かを使用していると思います。 
 みんな「Z補正バンプ・マッピング」の意味を知っています? 
  
 >>420、いぇー、私もそう思う。:) 
 どうも。
430(2): 02/02/09 14:21 ID:??? AAS
 Hey 327, you made a great job for us! 
 (though there seem to be some minor mistranslations...) 
 Anyway, thanks a lot for your help. 
431: 327 02/02/09 14:37 ID:??? AAS
 >>430 
 誤訳を訂正してもらえると嬉しいです。 
 (半分は英語の勉強のために訳していますので)
432: 02/02/09 16:58 ID:??? AAS
 スゲーぜ、おめーら。 
 おれもがんばって英語覚えるぞー。 
433(1): 430 02/02/09 18:49 ID:??? AAS
 Hi 327, I'm afraid you have mistranslated the following sentences. 
  
 >>418 (last sentence) 
 これは、Tom's Hardwareでの最近のレビューで言及されていた 
 「Z補正バンプマッピング」と関係があるのでしょうか? 
  
 >>420 
 うーむ、390の言ったとおりフィルタとしてうまく機能しているようだな。 
  
 >>421 (third paragraph) 
 「Z補正バンプマッピング」が一体何を意味しているのか、 
 誰かわかる人はいませんか? 
434(1): 02/02/10 00:59 ID:??? AAS
 A certain Japanese console has a unusual need for its clipping  
 matrix, it needs -|w| < z < +|w| rather then the usual 0 < z < w. 
  
 This means any text book clipping matrix, needs modifing  
 for GS chip what we call FUCH-KUTARAGI-CHIP. 
  
 The best reference IMHO for clipping and perspective transforms is  
 Jim Blin`s Trip down the Graphics Pipeline which describes the  
 perspective system in details, and it also explains how to create  
 your own clipping space. 
  
 bye.
435: 327 02/02/10 02:20 ID:??? AAS
 >>433 
 どうもありがとうございます。 
 勉強になりました。
436: 02/02/10 05:17 ID:??? AAS
 一人だけ自作自演で頑張ってるけど誰も食いつかない駄スレ。 
437(1): 02/02/10 06:30 ID:??? AAS
 I'm having a hard problem in transforming a direction vector from  
 one coordinate space to the another.   
 I need to transform the direction of the ray from world space  
 to the object space so I can do an intersection on the triangles  
 in a mesh. 
  
 Thanks for any help
438(2): 02/02/10 06:38 ID:??? AAS
 to 327 
 I think you did a very great job but it seems your  
 translation into the Japanese is calling some suck guys like as 436. 
 I highly recommend to stop your translating,sorry.
439: 02/02/10 07:59 ID:??? AAS
 2chに巣食うクリッピングヲタ。 
440(4): [age] 02/02/10 08:32 ID:??? AAS
 >>434 
 OpenGL, the most popular graphics library in the world, requires that z value in 
 homogeneous clipping space be within the range between -w and w, as is the case 
 with your platform. Historically, I believe, this type of projection matrices 
 rather than DirectX-style projection matrices (0 < z < w) has been widly used. 
  
 >>437 
 You can use the upper-left 3x3 matrix of your transform matrix (from world space 
 to object space) to transform a direction vector into object space if and only if 
 the 3x3 matrix is orthonormal, which means the 3x3 matrix represents pure rotation 
 without any scaling or shearing. Otherwise (if the 3x3 matrix is not orthonormal), 
 you need to use the inverse transpose of the upper-left 3x3 matrix instead. 
  
 >>438 
 I agree. No Japanese translation is needed for us. 
 327, we hope you meet our request. Thanks in advance. 
441: 440 02/02/10 09:01 ID:??? AAS
 Sorry there are typos at the end of first paragraph. 
 wrong: has been widly used. 
 correct: have been widely used. 
442: 440 02/02/10 09:15 ID:??? AAS
 Oops, "has" is correct since the subject of that sentence is "the type" 
 which is a singular noun. I'm so sorry to have interrupted our discussion. 
443: 02/02/10 09:21 ID:??? AAS
 英語の話の中身は高度でもないので読む必要ないYO!
444: 02/02/10 09:46 ID:??? AAS
 Vous avez raison. Je suis d'accord avec vous. 
445: 02/02/10 10:41 ID:??? AAS
 仏語か。次はロシア語きぼーん。 
446(1): 02/02/10 11:32 ID:??? AAS
 당신이 옳습니다. 내가 당신과 같은 의견입니다. 
447: 327 02/02/10 11:45 ID:??? AAS
 >>438 
 >>440 
 Understood.
448(1): 02/02/10 13:25 ID:??? AAS
 >>446 
 일반적인 확산 광원을 계산 (본 예제에서는 단방향 광원) 하며, 결과를 
 확산 반복 색에 넣는 대신 단순한 밴딩 광도 질감의 질감 좌표로 조명 
 값을 사용합니다. 확산 반복기에 로드된 원하는 재질 색을 갖는 질감을 
 조정함으로써 채색이 이루어집니다. 다음 Vertex Shader를 참고하십시오. 
449(1): 02/02/10 14:40 ID:PnH3ZC3y(1) AAS
 Hi. I am Tinko Muketa.please call me Muketin. 
 So I am going to ask you bitch.fuck you. 
450(1): 02/02/10 14:45 ID:??? AAS
 >>2chに巣食うクリッピングヲタ。 
 The clipping topics is one of the most hardest things and required 
 high skills more than it looks and these discussions might never end.
451(1): ガチンコゲームクラブ [age] 02/02/10 14:48 ID:??? AAS
 >>449 
 값을 사용합니다. 확산 반복기에 로드된 원하는 재질 색을 갖는 질감을  
 일반적인 확산 광원을 계산 (본 예제에서는 단방향 광원) 하며, 결과를  
 당신이 옳습니다. 내가 당신과 같은 의견입니다.
452: ガチンコゲームクラブ [age] 02/02/10 14:48 ID:??? AAS
 >>448だ!! 
453(1): 02/02/10 14:54 ID:??? AAS
Is there a place where I can find standrd constraints values  
 for joints of a human mesh? (saying a list of euler limit angles as used in using UK) 
 Apparently most of the time they come from an converting proccess but 
 I would like this to be a little more automatic...well you know if can do,  
 it sounds reasonable because I'm going to deal only with human bones.
454: 02/02/10 15:02 ID:??? AAS
 >453 
 Ok.Mesh is Shiro Sano.His mesh is the best match. hahaha. 
455(2): 02/02/10 15:05 ID:??? AAS
 >the 3x3 matrix is orthonormal, which means the 3x3 matrix represents pure rotation 
 >without any scaling or shearing. 
  
 umm...well yes i can undestand the 3x3 matrix can show rotation but  
 at the same time , it also represent scaling isn't it?
456: 440 02/02/10 16:11 ID:??? AAS
 >>455 
 What I meant is that a "orthonormal" 3x3 matrix represents pure rotation. 
 If a 3x3 matrix contains scaling or shearing, that matrix is NOT orthonormal. 
 In this case, you must calculate the inverse of the transpose of the 3x3 matrix, 
 instead of just using the original matrix, in order to transform "normal" vectors. 
  
 However, you said in your previous post (I assume 437 = 455) that you wanted to 
 transform "direction" vectors. Unlike normals, direction vectors can be transformed 
 simply by using the upper-left 3x3 submatrix of the original 4x4 transform matrix. 
 I'm very sorry to have mixed up "direction" with "normal." 
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