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