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C / C++ /C# / Re: [C++][OpenGL] Sine Scroller
« Last post by ninogenio on May 21, 2013 »
hey lucastar just had a proper go through your thread,

looks cool mate, and runs perfect on my dell laptop widows 7 geforce 650m core i7. im going too say you have the effect pretty much nailed as it looks as good as any old school pixel pushed sin scrolling stuff ( without the chars being cycled ). ive seen, k+
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Freebasic / Re: little 3d cube with bumpmapping.
« Last post by ninogenio on May 21, 2013 »
thanks hellfire k+  :)

ahh i think i get it so the matrix were creating is a coordinate handle, of course now i think of it too use any coordinate system you would need some point of reference. to convert too and from systems i.e how much 1 unit in one system relates too 1 unit in the other. then when you apply the 3x3matrix too each normal it makes them relate too the world space position that they will be positioned.

ive done all the back ground stuff im pulling all the normals off the cube each frame. feeding the light position into the rasterizer and interpolating across so as soon as i figuare out the building of the matrix i should be good too go. im trying some different things atm.
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General chat / Re: Fun with l.e.d.s
« Last post by ninogenio on May 21, 2013 »
thanks very much guys, ive always experimented with electronic stuff from as far back as i remember even as a kid i used too love building the science projects you could buy that made things like a radio etc..

a project ive worked on for a while with the kids is a little robot. we put a parallax controller in a 3.5" hdd-usb caddy and added the motors and servos off one of there remote control cars put a screen in it, some sensors and a speaker.

she makes a few different faces and noises, and drives and turns but im still working on the sensors atm she just sticks the head on the wall and wheel spins thereafter  :D.

quote from kirl.
Quote
Just noticed you missed an n in your name.

we will put it down too a bug in the wiring  :P, ill be sure too post the color screen example as soon as its rigged up. cheers mate!
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General chat / Re: Fun with l.e.d.s
« Last post by Raizor on May 21, 2013 »
Very cool :)
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General chat / Re: Fun with l.e.d.s
« Last post by jace_stknights on May 21, 2013 »
Nice! reminds good old years at studies  ;D
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General chat / Re: Fun with l.e.d.s
« Last post by Kirl on May 20, 2013 »
Haha, that was awesome, K++ for that!  :clap:

Wish I did more electro stuff like that. Cool little project to get started and thanks for the greets!  Looking forward to see your future projects with colors!  :kewl:

That triangle thing looks like the all seeing eye! :)


Just noticed you missed an n in your name.
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General chat / Re: Fun with l.e.d.s
« Last post by Ferris on May 20, 2013 »
Haha, nice one :D
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Freebasic / Re: little 3d cube with bumpmapping.
« Last post by hellfire on May 20, 2013 »
Quote
You can construct a new coordinate system for each face from three vectors: a horizontal (x) and vertical (y) edge of a cube's face and its' face-normal (z).
im not 100% on this part. i can get the normal of each Face and the x and y Vectors no probs but its just trying too envision how i would use these values too create the matrix and then how too apply it too the normals.
You have to create a matrix which transforms the normals from the normal-map (which is defined in the xy-plane) onto your polygon.
If your mesh is using smoothed vertex normals, you've got a different tangent-space matrix for every vertex (because every vertex has a different normal vector):


In the case of a cube it's all a bit simpler because the tangent-plane is equal to the face of the cube and you don't have to interpolate the tangent-vectors across the polygon.
Since you're transforming direction vectors, the translation component of the matrix has no use and you just have to deal with a 3x3 matrix.
So you can simply build one matrix per quad, calculate light- and view-direction for each vertex of the quad, transform both vectors with the inverse matrix into normalmap-space and interpolate the two vectors across your quad.
Now all the math happens in normal-map space, just like in the 2d version.

Inverting the matrix is very simple btw because it's orthonormal (all three vectors are normalized and perpendicular), so you just have to transpose the values:
Code: [Select]
inverse[x][y] = matrix[y][x]
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General chat / Re: Fun with l.e.d.s
« Last post by ninogenio on May 20, 2013 »
cheers lucastar  :),

yeah i guess so  ;D
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General chat / Re: Fun with l.e.d.s
« Last post by lucastar on May 20, 2013 »
Very nice, that is low-level programming!
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