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432: 名前は開発中のものです。 [sage] 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 [sage] 02/02/09 18:49 ID:??? AAS
Hi 327, I'm afraid you have mistranslated the following sentences.

>>418
418(3): 名前は開発中のものです。 [age] 02/02/09 12:17 ID:??? AAS
I have a question regarding GeForce4 Ti.
Does someone have any idea what GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV does?
This new token seems to be defined in GL_NV_texture_shader3 OpenGL extension,
which is available only on GeForce4 Ti series. Does it have something to do with
"z-correct bump mapping" mentioned in the recent review at Tom's Hardware?
外部リンク[html]:www.tomshardware.com
(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
420(4): 名前は開発中のものです。 [sage] 02/02/09 13:18 ID:??? AAS
Umm,it seems to be working fine as a filter as 390 said.
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
421(2): 名前は開発中のものです。 [sage] 02/02/09 13:22 ID:??? AAS
>>419
Have you seen the movie clips posted at the Vmag.Online?
The Tidepool demo explains the effect of z-correct bump mapping.
外部リンク[html]:www.vwalker.com

It seems that whereas the actual geometry is not displaced, the depth value of the
water surface is replaced on per-pixel basis according to the height of the surface.
I think that the demo is using AFFINE_DEPTH_REPLACE operation or something.

Anyone knows what "z-correct bump mapping" means at all?

>>420
Yeah, I think so :)

Thanks.
(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): 名前は開発中のものです。 [sage] 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 [sage] 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: 名前は開発中のものです。 [sage] 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): 名前は開発中のものです。 [sage] 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): 名前は開発中のものです。 [sage] 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: 名前は開発中のものです。 [sage] 02/02/10 07:59 ID:??? AAS
2chに巣食うクリッピングヲタ。
440
(4): 名前は開発中のものです。 [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 [sage] 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 [sage] 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: 名前は開発中のものです。 [sage] 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: 名前は開発中のものです。 [sage] 02/02/10 09:46 ID:??? AAS
Vous avez raison. Je suis d'accord avec vous.
445: 名前は開発中のものです。 [sage] 02/02/10 10:41 ID:??? AAS
仏語か。次はロシア語きぼーん。
446
(1): 名前は開発中のものです。 [sage] 02/02/10 11:32 ID:??? AAS
당신이 옳습니다. 내가 당신과 같은 의견입니다.
447: 327 [sage] 02/02/10 11:45 ID:??? AAS
>>438
>>440
Understood.
448
(1): 名前は開発中のものです。 [sage] 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): 名前は開発中のものです。 [] 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): 名前は開発中のものです。 [sage] 02/02/10 14:45 ID:??? AAS
>>2
2(4): 名前は開発中のものです。 [sage] 02/02/02 14:05 ID:??? AAS
光沢プレフィルタリングについて語りましょう。
ch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): 名前は開発中のものです。 [sage] 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: 名前は開発中のものです。 [sage] 02/02/10 15:02 ID:??? AAS
>453
Ok.Mesh is Shiro Sano.His mesh is the best match. hahaha.
455
(2): 名前は開発中のものです。 [sage] 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 [sage] 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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