[project1dev] Re: Project1 - SVN Update 372

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 17 Jul 2009 12:24:03 -0400

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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