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 >> >>>>>>> >> >>>>>>> >> >>>>>> >> >>>>> >> >>>> >> >>> >> >> >> > >> > >> > >