nicolas
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Posts: 157
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« Reply #40 on: March 10, 2010, 04:24:41 PM » |
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Didn't work on the project the last few days as I had some other things to do. I've toyed around with TV3D on another system though, and found 2 things: -this laptop is sloooowwww. Where the other system would get 150 FPS in certain scenes, this laptop gets...7 -TV3D works on a triplehead2go system. That resulted in a TV3D scene shown over 3 projectors (3072*768 resolution) on a screen of more than 6 meters wide. 
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asia
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« Reply #41 on: March 17, 2010, 06:24:01 AM » |
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This time the merit belongs to triplehead2go not to TV3d. By the way I use it with the desktop “extention” on 3 monitors. I have some problem like the following:  The FOV is only 30 degree otherwise the effect is much worst… The effect is worst as you look down or up... I tried to adjust the camera with SetCustomProjection with no much success. What do you think?
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Fabio Musmeci ENEA CR Casaccia Via Anguillarese 301 00060 Rome Italy musmeci@enea.it+39 3333934898 Learning to live better on a smaller footprint..
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nicolas
Community Member

Posts: 157
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« Reply #42 on: March 17, 2010, 08:49:56 AM » |
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What's your screen resolution? What's your TVcamera FOV angle? What is your physical monitor layout? Our setup has 3 projectors covering in total 60°. I've set the camera to 60° and it looks nice. It's normal to have poles not straight if you're not using isometric projection. That's perspective for you. Just look at this HL1 screenshot: 
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asia
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« Reply #43 on: March 17, 2010, 10:04:39 AM » |
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Fabio Musmeci ENEA CR Casaccia Via Anguillarese 301 00060 Rome Italy musmeci@enea.it+39 3333934898 Learning to live better on a smaller footprint..
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ZaPPZion
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« Reply #44 on: March 17, 2010, 12:22:10 PM » |
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if your fov is 60 degrees with a ratio of 4:1, your horizontal fov is 240 degrees, of course that looks odd, i've never been able to see that much  Even teh 30 degrees with 4:1 gives you 120 degrees, which still is quite a lot, i'd go for a 90-100 degree horizontal fov, so 25 fov in the engine max. It's the vertical fov you're setting (iirc)
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asia
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« Reply #45 on: March 18, 2010, 03:19:39 AM » |
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OK, you are right!
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Fabio Musmeci ENEA CR Casaccia Via Anguillarese 301 00060 Rome Italy musmeci@enea.it+39 3333934898 Learning to live better on a smaller footprint..
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ZaPPZion
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« Reply #46 on: March 18, 2010, 04:02:15 AM » |
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New screenshot ?  Glad it works
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asia
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« Reply #47 on: March 18, 2010, 05:11:04 AM » |
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For your information this is the Catania airport (Sicily-Italy). The Etna (Vulcano) is in the background... 
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« Last Edit: March 18, 2010, 07:37:26 AM by asia »
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Fabio Musmeci ENEA CR Casaccia Via Anguillarese 301 00060 Rome Italy musmeci@enea.it+39 3333934898 Learning to live better on a smaller footprint..
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ZaPPZion
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« Reply #48 on: March 18, 2010, 11:28:05 AM » |
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very nice 
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nicolas
Community Member

Posts: 157
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« Reply #49 on: March 18, 2010, 11:33:18 AM » |
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if your fov is 60 degrees with a ratio of 4:1, your horizontal fov is 240 degrees, of course that looks odd, i've never been able to see that much  Even teh 30 degrees with 4:1 gives you 120 degrees, which still is quite a lot, i'd go for a 90-100 degree horizontal fov, so 25 fov in the engine max. It's the vertical fov you're setting (iirc) While your explanation sounds very logical, when I experimented with it I set 60° on a 3072 * 768 (4:1) it didn't look like I was seeing more than 180°... I think the FOV setting is the horizontal FOV?
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« Last Edit: March 18, 2010, 11:38:44 AM by nicolas »
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ZaPPZion
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« Reply #50 on: March 18, 2010, 04:02:15 PM » |
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Just looked at the directx docs, when creating a perspective matrix in directx, you specify it as follows: public static Matrix PerspectiveFovLH ( float fieldOfViewY, float aspectRatio, float znearPlane, float zfarPlane ) So FoV is the vertical one. Of course the devs of TV could have changed it, but doesn't seem logical to me 
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nicolas
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Posts: 157
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« Reply #51 on: March 19, 2010, 04:45:56 AM » |
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From looking at that, it should be the vertical one indeed, but still I certainly did not get a 240° FOV from 60°FOV set at 4:1 display.
Do I have to set the screen ratio myself in TV3D or does it by default take the screen resolution ratio?
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nicolas
Community Member

Posts: 157
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« Reply #52 on: March 19, 2010, 04:46:41 AM » |
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And in the meantime, you dirty thread hijackers  , I have made a simple minimap and compass for Hurtle.
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nicolas
Community Member

Posts: 157
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« Reply #53 on: April 13, 2010, 03:05:35 AM » |
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I've implemented the first rough test of throwing stones with the catapult. It's very basic at the moment, but the principle works. Things get hit and tumble over. 
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nicolas
Community Member

Posts: 157
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« Reply #54 on: May 15, 2010, 02:29:10 AM » |
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I'm extending the code of throwing stones with the catapults.
I use mouse picking to select a catapult. That way, I can find which actor (catapult) I've clicked.
However, I also need to find which physics object is linked to that actor. It should be an easy thing to do I guess, but I can't find the code...
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Mithrandir
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« Reply #55 on: May 15, 2010, 05:32:43 AM » |
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You can store the body ID as Tag (Atcor.SetTag) when creating the actor.
Alternatively you can derive your own class from Actor and add the body ID property.
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nicolas
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Posts: 157
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« Reply #56 on: May 15, 2010, 12:59:54 PM » |
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As far as I understand it, the physics body ID and its related 3D actor ID are not the same though? So I don't see how the first suggestion would work...
I can get the clicked actor's entityID. In fact, that's how I determine which actor has been clicked. But I don't know how to use that entityID to refer to the actor's physics object...
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Mithrandir
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« Reply #57 on: May 15, 2010, 07:17:06 PM » |
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As far as I understand it, the physics body ID and its related 3D actor ID are not the same though? So I don't see how the first suggestion would work...
Yes but upon creation you can set Actor.SetTag(BodyID) and after getting the actor id from mouse picking you can do: BodyID = Actor(AcotorID).GetTag
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nicolas
Community Member

Posts: 157
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« Reply #58 on: May 16, 2010, 01:36:27 PM » |
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That makes a lot of sense! I'll try it out when I find the time, and report back. Might take some time though.
But thanks for the input!
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nicolas
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Posts: 157
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« Reply #59 on: May 18, 2010, 12:51:14 AM » |
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I'm running into a problem trying to implement your solution...
I can set the actor's tag (a string) upon creation and can read the selected actor's tag when selecting it, no problem.
However, I don't know what and how I should write into the tag that makes it possible for me to get the physics object's bodyID from reading the tag...
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