[project1dev] Re: Project1 - SVN Update 372

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 17 Jul 2009 09:28:02 -0700

that means you have the big one, then?  I almost can't imagine using
that.. altho first gen ds seems really dated in comparison too

On Fri, Jul 17, 2009 at 9:24 AM, eric drewes<figarus@xxxxxxxxx> wrote:
> i remember when PSP came out i decided i wanted one so i sold my DS and went
> out at midnight hoping to snag one - we went early to get a place in line
> and everything.
>
> of course, misty and i were the only ones there except for some oldish fat
> dude with a beard and his 90 year old grandmother.  The sign said "one per
> customer" - and the bearded dude gave the grandma money to buy one as well
> (she was obviously senile) - which obviously, the comedy is that THERE WAS
> NO ONE ELSE THERE.
>
> i think he was planning on selling hte 2nd one for profit on ebay... oops.
>
> On Fri, Jul 17, 2009 at 12:20 PM, Chris Riccobono <crysalim@xxxxxxxxx>
> wrote:
>>
>> What he says about variables is funny, maybe that's why there's no psp
>> games :P
>>
>> On Fri, Jul 17, 2009 at 9:04 AM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote:
>> > the eye vector is where the eye is, the lookat vector is where the eye
>> > is
>> > looking, and the up vector says which direction is up.
>> >
>> > it uses that to build a left handed view matrix
>> >
>> > then the other place that matters is in ResetAll where it has
>> > D3DXMatrixPerspectiveFovRH
>> >
>> > that sets up the perspective projection so that things that are farther
>> > away
>> > get smaller.
>> >
>> > this tutorial looks kinda good for talkin about this stuff if you are
>> > interested in learnin about it
>> >
>> > http://www.ghoti.nl/PSPtutorial4.php
>> >
>> > it's for the PSP but this stuff is universal to all 3d stuffs (:
>> >
>> > On Fri, Jul 17, 2009 at 8:56 AM, Nick Klotz <roracsenshi@xxxxxxxxx>
>> > wrote:
>> >>
>> >> Yea, I know. Simple geometry = lol easy fix I just wanted to be
>> >> dramatic.
>> >>
>> >> Hey, what about changing the way the player looks at the world?
>> >>
>> >>     //We are looking towards the origin
>> >>     lookat_vector=D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
>> >>
>> >> Is that just the point of origin from where the player looks, or where
>> >> they're looking at?
>> >> Also, would that be a distance or a way of looking?  If not distance
>> >> then
>> >> does being -0.0 or *-1.0 essentially 'flip' the world on that axis?
>> >>
>> >>
>> >> On Fri, Jul 17, 2009 at 10:54 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>> >> wrote:
>> >>>
>> >>> hey nick if you open up your geometry file and all the
>> >>> Model_SetPosition
>> >>> functions, if you multiply the X number by -1 and in
>> >>> Model_SetRotation, add
>> >>> 180 degrees to the y axis rotation for each object, i think that
>> >>> should put
>> >>> you pretty well off for conversion for all the temple stuff.
>> >>>
>> >>> sorry man :/
>> >>>
>> >>> On Fri, Jul 17, 2009 at 8:50 AM, Nick Klotz <roracsenshi@xxxxxxxxx>
>> >>> wrote:
>> >>>>
>> >>>> Noooooooooo!
>> >>>>
>> >>>>
>> >>>>
>> >>>> On Fri, Jul 17, 2009 at 10:49 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>> >>>> wrote:
>> >>>>>
>> >>>>> hehe
>> >>>>>
>> >>>>> i just hate checking in something that "breaks everything" so i was
>> >>>>> trying to think of how to convert but growl i dunno if there is a
>> >>>>> good way
>> >>>>> :P
>> >>>>>
>> >>>>> On Fri, Jul 17, 2009 at 8:44 AM, eric drewes <figarus@xxxxxxxxx>
>> >>>>> wrote:
>> >>>>>>
>> >>>>>> up is down, down is up, dogs and cats are living together in peace,
>> >>>>>> the world has turned upside down!  the end is nighhhhhhh
>> >>>>>>
>> >>>>>> On Fri, Jul 17, 2009 at 11:41 AM, Apache User
>> >>>>>> <dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>> >>>>>>>
>> >>>>>>> User:atrix256
>> >>>>>>>
>> >>>>>>> Message: Fixes the problem with things having their left and right
>> >>>>>>> backwards, but also flips everything like a mirror so left is
>> >>>>>>> right and
>> >>>>>>> right is left.
>> >>>>>>>
>> >>>>>>> <Files Changed>
>> >>>>>>> U   ARRelease.exe
>> >>>>>>> U   AR_AnimModels.cpp
>> >>>>>>> U   AR_Camera.cpp
>> >>>>>>> U   Camera.cpp
>> >>>>>>> U   READMETODO.txt
>> >>>>>>> U   TextureManager.cpp
>> >>>>>>>
>> >>>>>>>
>> >>>>>>
>> >>>>>
>> >>>>
>> >>>
>> >>
>> >
>> >
>>
>
>

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