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Author Topic: It's not realy a bug but....  (Read 1864 times)
swtrse
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« on: December 09, 2002, 10:53:17 AM »

Will the koordinates in RC be changed so that

X gos to the Right
y to the top
and z to the topright (back).

Its realy boring in RC2 that the koordinates are a bit funny Wink
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darqSHADOW
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« Reply #1 on: December 09, 2002, 11:05:40 AM »

We will be keeping the coord system the exact same as it is now, using a left-handed system.  This is the exact same system that DirectX uses internally, and is the main reason that TV follows suit.  Coming from a math background I am used to a right-handed system, myself, but for on-screen display it doesn't take long to adjust.

Direct from MSDN:


DS
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MP51C
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« Reply #2 on: December 09, 2002, 12:14:40 PM »

when i load a halflife mdl, they seem to be rotated completely wrong

when i change the rotation code to this it all works ok:
Code:

            TV_Actor.SetRotation(Rotation.z - System.Math.PI, Rotation.y + System.Math.PI / 2, Rotation.x)


is this a TVActor2 problem or halflife model problem?
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SylvainTV
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« Reply #3 on: December 09, 2002, 12:23:09 PM »

Logically this is fixed if you change the Actor2 loading system (with the Function SetRotationAxisType), unless it was broken in RC2 (I don't think so)
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Sylvain Dupont
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MP51C
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« Reply #4 on: December 09, 2002, 12:29:37 PM »

ah, i see, halflife uses opengl coordinates?
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Arli
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« Reply #5 on: December 09, 2002, 01:27:02 PM »

Yep MDL uses GL cords. Try changing them to DX with the internal function, or adapt your rotation to GL cords.
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Happy Coding

Arli
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swtrse
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Posts: 58


« Reply #6 on: December 10, 2002, 12:04:39 AM »

Quote from: "darqSHADOW"
We will be keeping the coord system the exact same as it is now, using a left-handed system.  This is the exact same system that DirectX uses internally, and is the main reason that TV follows suit.  Coming from a math background I am used to a right-handed system, myself, but for on-screen display it doesn't take long to adjust.

Direct from MSDN:


DS

Hm I want the Koordinatesystem linke in the Left Picture....
At the Moment it is not...for sure...
As I remind at the the X-Koordinate goes to the opposide Direction and Z and  Y are twisted....

The curren Koordinates are all but not lefthanded...

Look at my sample code in the "Why is dies code damn slow post" the Textures are Mirrored so that the engine is painting them correctly because the x_Achis is mirrored in the engine
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MP51C
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« Reply #7 on: December 12, 2002, 03:00:15 PM »

Quote from: "SylvainTV"
Logically this is fixed if you change the Actor2 loading system (with the Function SetRotationAxisType), unless it was broken in RC2 (I don't think so)


i think it's broken, because i tried both of the options (opengl and directx) and nothing changed at all!
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