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Latest matrices Activity
Thank you for helping me understand and providing an insightful response once again!
snoken said:
I am confused on how you are supposed to combine these matrices
The normal standard order for transformations is T.R.S. I'm unsure if BVH follows this however.
For BVH and the rotations order, it seems to be Y,X,Z: https://research.cs.wisc.edu/graphics/Courses/cs-838-1999/Jeff/BVH.html
Simply trying it may give a faster answer than waiting for someone to answer the question.
Try to figure out what you see as the most likely correct solution, and build it in a small scale. If it works, you're done. If it fails you learned your idea was wrong, try to figure out what is wrong, correc…
@Aressera I just noticed that Blender is X+ right, Z+ up and Y+ into the screen (away from the viewer). One thing that I'm really confused about is that the mesh and animation I downloaded from Mixamo is X+ right, Y+ up and Z- into the screen, so essentially right-handed. When I load it into Blende…
use the inverseBindMatrices to transform the v1 in object space into the joint space:
v2 = inverseBindMatrices * v1
@bmarci It was really more the code you use to project from object/model space into world and then perspectiveprojection
If you want to go old school with pixel art — and it takes a LOT of art — the 1:2:1 or 2:1 approaches were common.
Drawing was done by sprite tiles, and the older hardware was designed for sprite tiles, so it all worked efficiently. Placement of the tiles was a simple grid of diamonds, drawn in pain…
I may misunderstood this: but you want a 1 cm square to appear 1 cm on every screen, first of all you need to get physical screen size let it be vec2 scr_size;
Hiwever you don't want to multiply by aspect ratio, which anyway is not the case cause you already multiple by projection matrix..
Now positi…
Do you understand how model, view and projection matrices work?
I can recommend this: https://learnopengl.com/Getting-started/Coordinate-Systems
Depending on whether your buffer data is static or dynamic, it can even be feasible to have a singleuniform mat4 model_view_projection;
Which you only update…