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435: 327 [sage] 02/02/10 02:20 ID:??? >>433 どうもありがとうございます。 勉強になりました。 http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/435
436: 名前は開発中のものです。 [sage] 02/02/10 05:17 ID:??? 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。 http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/436
437: 名前は開発中のものです。 [sage] 02/02/10 06:30 ID:??? 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 http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/437
438: 名前は開発中のものです。 [sage] 02/02/10 06:38 ID:??? 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. http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/438
439: 名前は開発中のものです。 [sage] 02/02/10 07:59 ID:??? 2chに巣食うクリッピングヲタ。 http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/439
440: 名前は開発中のものです。 [age] 02/02/10 08:32 ID:??? >>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. http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/440
441: 440 [sage] 02/02/10 09:01 ID:??? Sorry there are typos at the end of first paragraph. wrong: has been widly used. correct: have been widely used. http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/441
442: 440 [sage] 02/02/10 09:15 ID:??? 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. http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/442
443: 名前は開発中のものです。 [sage] 02/02/10 09:21 ID:??? 英語の話の中身は高度でもないので読む必要ないYO! http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/443
444: 名前は開発中のものです。 [sage] 02/02/10 09:46 ID:??? Vous avez raison. Je suis d'accord avec vous. http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/444
445: 名前は開発中のものです。 [sage] 02/02/10 10:41 ID:??? 仏語か。次はロシア語きぼーん。 http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/445
446: 名前は開発中のものです。 [sage] 02/02/10 11:32 ID:??? 당신이 옳습니다. 내가 당신과 같은 의견입니다. http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/446
447: 327 [sage] 02/02/10 11:45 ID:??? >>438 >>440 Understood. http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/447
448: 名前は開発中のものです。 [sage] 02/02/10 13:25 ID:??? >>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. http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/448
449: 名前は開発中のものです。 [] 02/02/10 14:40 ID:PnH3ZC3y Hi. I am Tinko Muketa.please call me Muketin. So I am going to ask you bitch.fuck you. http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/449
450: 名前は開発中のものです。 [sage] 02/02/10 14:45 ID:??? >>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. http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/450
451: ガチンコゲームクラブ [age] 02/02/10 14:48 ID:??? >>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. http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/451
452: ガチンコゲームクラブ [age] 02/02/10 14:48 ID:??? >>448だ!! http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/452
453: 名前は開発中のものです。 [sage] 02/02/10 14:54 ID:??? 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. http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/453
454: 名前は開発中のものです。 [sage] 02/02/10 15:02 ID:??? >453 Ok.Mesh is Shiro Sano.His mesh is the best match. hahaha. http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/454
455: 名前は開発中のものです。 [sage] 02/02/10 15:05 ID:??? >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? http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/455
456: 440 [sage] 02/02/10 16:11 ID:??? >>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." http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/456
457: 名前は開発中のものです。 [sage] 02/02/10 17:50 ID:??? >>451 Guten Tag, Herr Gatschinko Spielsklub. Es würde zu weit führen jeden Modus im Einzelnen zu erläutern. Hier nur ein Beispiel: der GeForce4 Ti unterstützt nun Bump-Mapping mit Korrektur in der Z-Achse. Mit dieser Technik werden Treppeneffekte eliminiert, die man an den Schnittpunkten zwischen der gemappten Oberfläche und anderen Objekten finden kann - zu finden beispielsweise wo Wasser (Bump-Mapping) und Land sich berühren. http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/457
458: 名前は開発中のものです。 [sage] 02/02/10 19:21 ID:??? >>450 クリップ厨房ハケーソ! http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/458
459: 名前は開発中のものです。 [sage] 02/02/10 19:51 ID:??? ▼゚Д。▼カフッ▼゚Д。▼カフッ http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/459
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