Computer Science Canada 3d questions |
Author: | Homer_simpson [ Wed May 28, 2003 9:41 pm ] |
Post subject: | 3d questions |
1. How do i caculate the distance between 2 dots in third dimention(3D) 2. what website could i use as my source for math and physic formulas... |
Author: | Catalyst [ Wed May 28, 2003 9:45 pm ] |
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1) d=sqrt ( (x2-x1)**2+(y2-y1)**2+(z2-z1)**2) 2) [url] http://hem.passagen.se/olle2/programmering.htm[/url] some of the articles will scare the shit out of you ![]() |
Author: | Homer_simpson [ Wed May 28, 2003 9:50 pm ] |
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thx for the formula i already know that site... but it doesn't have anything about physics it's all bout 3d shit... but it's cool and yeah some articles are really complicated =/ |
Author: | Homer_simpson [ Thu May 29, 2003 4:48 pm ] |
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another question... is sorting the polygons by their Z in order to be drawn the only way to do proper overlapping?! |
Author: | Catalyst [ Thu May 29, 2003 4:55 pm ] |
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it is one method there are a number of others bsp and octrees are another method but they are static can't be moved z-buffering is the best solution but is FAR too time consuming for turing z-sorting with culling is the best solution (for Turing) note: theres a good quick sort algorithm in turinglib (posted somewhere) |
Author: | Homer_simpson [ Thu May 29, 2003 4:56 pm ] |
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k i'll search for that but can u explain the other methods a little more or gimme some source where i can learn about them... |
Author: | Tony [ Thu May 29, 2003 4:57 pm ] |
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no, I dont think it would be proper... You will defenatly run in trouble if two of your polygons are intersecting each other ![]() though I dont think that should be the issue with turing's 3D models... they are not that complex ![]() But since I'm no expert on 3D, I cant really say much ![]() |
Author: | Catalyst [ Thu May 29, 2003 5:03 pm ] |
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your right tony z-sorting fails when theres intersecting polys (and on cyclic overlap) but its the only method that ive tried that efficient enough to work with turing on BSP trees http://www.geocities.com/SiliconValley/2151/graphics.html hidden surface removal in general http://www.tdb.uu.se/~grafik/ht02/lectures/hsr.pdf |
Author: | Homer_simpson [ Thu May 29, 2003 8:29 pm ] |
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how would it crash?! if the Zs are the same i'll just make it be right after eachother... |
Author: | Catalyst [ Thu May 29, 2003 8:31 pm ] |
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never said that it would crash, it just wouldnt work correctly |
Author: | Homer_simpson [ Thu May 29, 2003 8:34 pm ] |
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Catalyst wrote: http://www.geocities.com/SiliconValley/2151/graphics.html http://www.tdb.uu.se/~grafik/ht02/lectures/hsr.pdf Now that's what i'm talking about =Þ ![]() no really.. their great sites thanx catalyst |
Author: | Catalyst [ Thu May 29, 2003 8:42 pm ] |
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oh to pretty much any question relating to the math part of 3d the answer can be found here (just discovered this yesterday) http://www.faqs.org/faqs/graphics/algorithms-faq |
Author: | Homer_simpson [ Thu May 29, 2003 8:44 pm ] |
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wow thanx catalyst u've helping me stuff and all... here have some bits =Þ +50 bits to catalyst |
Author: | Homer_simpson [ Thu May 29, 2003 9:37 pm ] | ||
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if yer interested this is the procedure i'm gonna use to sort Z # out and it works without crashing
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Author: | Catalyst [ Thu May 29, 2003 9:48 pm ] |
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the z-sort algorthm will never crash turing (syntax will) however it can looked screwed up in the right situations thats a bubble sort inst it? way too slow for this kind of thing (unless youre using <20polys) QuickSort is the only way to go |
Author: | Homer_simpson [ Thu May 29, 2003 9:59 pm ] |
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lol i tried the procedure for z sorting it slows the program downn like hell =/... what way did u use for z sorting in yer engine catalyst? |
Author: | Catalyst [ Thu May 29, 2003 10:01 pm ] | ||
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QuickSort (fastest one out there... arguably)
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