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Peter:
Silly issue. The svg I generate is upside down mirrored when I compare it with the dx9 version. I'm likely switching some parameters around, but I don't know which ones.

With the w3c link.
W3C says: matrix(<a> <b> <c> <d> <e> <f>)
I'm using : matrix(M00,M10,M01,M11,M02,M12)

edit: added dx9.png

Numsgil:
Do you know what "quadrant" SVG draws in?  That is, which corner of the screen is the origin in?  Or is it in the middle?  GPUs draw in the 4th quadrant, so the origin is the top left of the screen and increasing values of y go down (increasing values of x go to the right).  That's either how Blacklight works or I switched it to use the 1st quadrant so the origin is in the bottom left.  I don't remember which.

Peter:
I don't have a clue, google search seem to point to top left.

Numbering goes up down and to the right anyway. Top left are the lowest coordinates.

Numsgil:
My math might be screwy in Blacklight, I'm not sure.

I'm guessing you're not going through the camera/viewport classes at all?  You might take a look at how they do their transformations.  eg: viewport.cs.  Basically a viewport is a mapping between the rectangle on the screen measured in pixels and some generic "clip space", which is normalized.  Camera handles the mapping between world and viewport.

Peter:
I did a scale(1,-1) on all objects and that seemed to put it back into perspective, didn't (yet) find where to extract it the proper transformation from. :x

Is there some kind of unique identifier for the objects? As to be able to 'follow' movements for objects, know that this rectangle drawn is the same as the rectangle in a previous frame, but at a different location/angle.

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