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Re: coordinate system 3DGS -> D3D
[Re: Matt_Aufderheide]
#96392
10/30/06 13:59
10/30/06 13:59
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Joined: Mar 2001
Posts: 3,298 Beverly, Massachusetts
Rhuarc
Expert
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Expert
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
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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: PHeMoX]
#96395
10/30/06 16:41
10/30/06 16:41
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Joined: Mar 2001
Posts: 3,298 Beverly, Massachusetts
Rhuarc
Expert
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Expert
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
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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
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