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[2014-10-11. : 2:24 am] Zoan -- should go away as his hand moves towards his face and slaps, but it stays am I the only one seeing this?[2014-10-11. : 2:23 am] Zoan -- lol, I mean it looks like the image of when he holds out his hand as if he's about to make a point appears to be staying longer than it should[2014-10-11. : 2:22 am] Zoan -- It looks like it's doing something it's not supposed to though I am on a mac[2014-10-11. : 1:21 am] O)FaRTy1billion[MM] -- I borrowed it from someone from work, this is my first time playing it[2014-10-11. : 1:20 am] Roy -- FaRTy1billionFaRTy1billion shouted: I didn't answer very fast because I'm playing Wind Waker. xD That's one of the best Zelda games.[2014-10-11. : 1:15 am] Jack -- There's no vector information in the model file, it's only got vertex positions and triangles.[2014-10-11. : 1:14 am] O)FaRTy1billion[MM] -- ya, but the normal calculation is based on the handedness and order of the vectors and stuff, and that should be the same throughout the model meaning there must be something weird in your code to make the top half the one that's hidden xD[2014-10-11. : 1:11 am] O)FaRTy1billion[MM] -- if imported the handedness should be uniform ;o unless something else is making that weird[2014-10-11. : 1:10 am] O)FaRTy1billion[MM] -- Did you make the teapot or did you just import it from something?[2014-10-11. : 1:09 am] O)FaRTy1billion[MM] -- I didn't answer very fast because I'm playing Wind Waker. xD[2014-10-11. : 1:09 am] O)FaRTy1billion[MM] -- with '1' being 'x', 2 being 'y', and 3 being 'z' (u2 is u.y, v3 is v.z, etc.)[2014-10-11. : 1:08 am] O)FaRTy1billion[MM] -- http://upload.wikimedia.org/math/9/3/3/9332a8bbcefd39abb4c01c9a07a087a7.png I think this is what you are looking for[2014-10-11. : 1:01 am] O)FaRTy1billion[MM] -- I don't remember off the top of my head how to do normals :\[2014-10-11. : 12:56 am] O)FaRTy1billion[MM] -- JackJack shouted: so the vector components are just (x1-x2,y1-y2,z1-z2)? yes[2014-10-11. : 12:27 am] Jack -- OK SEN I'd like some help! If I have two arbitrary points (x1,y1,z1) and (x2,y2,z2), how do I find the vector of the line between them?[2014-10-11. : 12:23 am] Jack -- now time to calculate surface normals, and then implement backface culling[2014-10-10. : 10:19 pm] Jack -- It's the same sound in English as the G in German, but with ava added on[2014-10-10. : 10:13 pm] Jack -- But Germans sometimes struggle with the pronunciation of J for whatever reason[2014-10-10. : 9:53 pm] NudeRaider -- I actually pronounce it like yak, but I always thought that's me being lazy and pronouncing it german |
Excalibur