Small demo

BlitzMax Forums/OpenGL Module/Small demo

Tom(Posted 2005) [#1]
http://www.tomspeed.com/3dtest.zip

Instructions on screen (a lot of them :) Aiming for Blitz3D like parenting/translation/rotation commands.


Chris C(Posted 2005) [#2]
can you do a version showing local camera rotations?

my routines are causing a slight ahem "feature"


Tom(Posted 2005) [#3]
http://www.tomspeed.com/forchris.zip
Just an exe. Use numpad 7,9 for roll, 4,6 for yaw, 5,8 for pitch


BlitzSupport(Posted 2005) [#4]
Works nicely here. (That 2nd link is 404'd though.)


Chris C(Posted 2005) [#5]
got it thanks!

Yours does the same as mine, I'm such an idiot! LOL
local x and y axis rotations combined will naturally give a roll effect, I was thinking I must have done somthing wrong!


Tom(Posted 2005) [#6]
I think I know what you mean now, if you pitch first, then yaw, the yaw happens localy which introduces some roll.

Sorry, the 2nd link should have been zip, doh! Try it now.


Chroma(Posted 2005) [#7]
So put yaw first and there will be no phantom rolling on the z axis?


degac(Posted 2005) [#8]
Both the progs doesn't work on my computer (AthlonXP 1600, GeForce4Ti4200 64Mb, 384 Mb)
Do the programs use vertex shaders?


Tom(Posted 2005) [#9]
Chroma: I do yaw, pitch then roll, I'm pretty sure that's the order Blitz3D does it.

Left side is B3D, right is max GL.
In B3D 'RotateEntity c1,-60,20,40' in GL 'cube1.SetRot(60,20,40)'
I'm still unsure whether I should reverse the pitch value in GL to make it identical (i.e, whether it will have any side effects)





degac: Apologies, I should have turn that stuff off. Try this replacing the EXE from the above archive with this one: http://www.tomspeed.com/test_8_noshaders.zip


degac(Posted 2005) [#10]
even better...now I can't neither reach your site...arghhhh damned new adsl connection...°£"&#@#
[edit]: now the link works....but the programs try to open a window and then nothing.