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coordinate system 3DGS -> D3D #96387
10/29/06 10:20
10/29/06 10:20
Joined: Jan 2004
Posts: 2,013
The Netherlands
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Excessus Offline OP
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The Netherlands
I want to convert a point in worldspace in the 3dgs coordinate system to the DirectX/D3D coordinate system (also worldspace). What axes and/or signs do I have to swap?

Re: coordinate system 3DGS -> D3D [Re: Excessus] #96388
10/29/06 12:47
10/29/06 12:47
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

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jcl  Offline

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Frankfurt
The Y and Z axis.

(X Y Z) -> (X Z Y)

Re: coordinate system 3DGS -> D3D [Re: jcl] #96389
10/29/06 13:31
10/29/06 13:31
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Excessus Offline OP
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Thank you

Re: coordinate system 3DGS -> D3D [Re: Excessus] #96390
10/29/06 13:54
10/29/06 13:54
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Posts: 4,131
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Matt_Aufderheide Offline
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This has got to be the most annoying thing about A6. Why cant the the coord system be the same as the D3D internal coords?


Sphere Engine--the premier A6 graphics plugin.
Re: coordinate system 3DGS -> D3D [Re: Matt_Aufderheide] #96391
10/30/06 09:49
10/30/06 09:49
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

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jcl  Offline

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Frankfurt
I've suggested this to Bill, but as we all know, he decided otherwise.

Re: coordinate system 3DGS -> D3D [Re: Matt_Aufderheide] #96392
10/30/06 13:59
10/30/06 13:59
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
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Quote:

This has got to be the most annoying thing about A6. Why cant the the coord system be the same as the D3D internal coords?



No [censored]... that's incredibly ass backwards. Especially confusing having to flip them in shaders too... Bah.

Screwed me up a hell of a lot moving back to D3D a while ago and wondering why everything was friggin sideways . It teaches hella bad habits.

-Rhuarc... recovered from the Y-is-up coordinate syndrome.


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Re: coordinate system 3DGS -> D3D [Re: Rhuarc] #96393
10/30/06 14:57
10/30/06 14:57
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

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Richmond B.C., Canada
but i somehow like it more to have Z as height and not as depth. dunno why, i just like it this way more. For example when you control your player, you move in X and Y, thats better than X and Z IMO.


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Re: coordinate system 3DGS -> D3D [Re: Captain_Kiyaku] #96394
10/30/06 16:31
10/30/06 16:31
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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I agree. It's pretty comfortable having x - y movement and z is vertical movement.

Cheers


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Re: coordinate system 3DGS -> D3D [Re: PHeMoX] #96395
10/30/06 16:41
10/30/06 16:41
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
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Rhuarc  Offline
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Quote:

I agree. It's pretty comfortable having x - y movement and z is vertical movement.

Cheers




Although, it's technically wrong .

(x,y) are coordinates for a 2d plane, which is viewed as the screen;
z then represents depth in a (x,y,z) 3d environment represented by a 2d projection.

To flip them for different applications really just muds things up a lot.

-Rhuarc


I no longer post on these forums, keep in touch with me via:
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My MSDN blog
Re: coordinate system 3DGS -> D3D [Re: Rhuarc] #96396
10/30/06 17:18
10/30/06 17:18
Joined: Jan 2004
Posts: 2,013
The Netherlands
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Excessus Offline OP
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I agree it's annoying, but you can't say it's technically wrong. x,y and z have no meaning by themselves, the choice what to use them for is arbitrary. OpenGL, for example uses a different coordinate system than DirectX does, I believe.

I also understand why it won't be changed (neither by Bill nor JCL). As you can see in this very thread, people don't like changing habbits..


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