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Dark GDK / Pose matrix

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jezza
16
Years of Service
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Joined: 8th Mar 2008
Location: Bham, UK
Posted: 25th Jul 2008 16:22
Does GDK have a DirectX matrix thing, which contains all the information for an object about position, rotation etc. The Matrix commands in GDK seem to be nothing to do with this, but in a disucssion:
http://developer.nvidia.com/forums/index.php?showtopic=1932&st=0&p=4970&#entry4970
there should be one?
Lilith
16
Years of Service
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Joined: 12th Feb 2008
Location: Dallas, TX
Posted: 25th Jul 2008 17:02
I think the concept of a matrix in GDK is different from the mathematical matrix concept which is used to transform 3D objects in DirectX. A poor choice of terminology in that it conflicts with a related concept but still appropriate to the concept it applies to.

Lilith, Night Butterfly
I'm not a programmer but I play one in the office
jezza
16
Years of Service
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Joined: 8th Mar 2008
Location: Bham, UK
Posted: 25th Jul 2008 17:26
So there isn't one?
bjadams
AGK Backer
16
Years of Service
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Joined: 29th Mar 2008
Location:
Posted: 25th Jul 2008 18:16
dx9 matric = mathematical concept which is used to transform 3D objects in DirectX

does this exist in dgdk?

can i make a plain and then adjust its 4 points?
FERSIS
18
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Joined: 17th May 2006
Location:
Posted: 25th Jul 2008 19:05
DarkGDK 'Matrix' are 3D grids
jezza
16
Years of Service
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Joined: 8th Mar 2008
Location: Bham, UK
Posted: 25th Jul 2008 19:31
Yes, so is there anyway of doing what i wanted?
dark coder
21
Years of Service
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Joined: 6th Oct 2002
Location: Japan
Posted: 25th Jul 2008 23:26
GDK has 2 types of matrices, the 3D flat grid where you can change the height of vertices and texture each tile. Or the mathematical matrix, GDK has rather limited support of the latter, I haven't looked at the docs in a while but I'm pretty sure you can't even get/set individual elements of them. This is highly limiting since some functions such as 'dbSetEffectConstantMatrix()' require you to pass the GDK ID of a matrix meaning you have to do all matrix operations using GDK's crappy implementation of them, being able to pass the D3D structs of them would be so much better but alas.

However, for objects it's a different story; you can get the address of the struct for an individual object and in turn gain access to its transformation matrices and lots of other data using 'dbGetObject()'.

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