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DarkBASIC Discussion / Matrix normals....

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DARKGuy
21
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Joined: 28th Nov 2003
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Posted: 21st Nov 2004 02:18 Edited at: 21st Nov 2004 02:27
Greetings!

Well in the little free time I have (also that my birthday is approaching... woo 3 days left!...so everything's busy here with the party 'n all that... ...and girlfriend occupies my time too !) I managed to do a small ....... it's a surprise... not gonna release it soon but maybe today if this can be solved

I have two matrixes.. one in the 'ground' and other in the 'sky'. The problem is that I want to rotate the matrix upside-down, so with some lights I can do some effects, but there isn't any XROTATE MATRIX 1,180 or something like that, so I tried to change the normals then, as setting Culling on works but then the lights doesn't, so I tried with the normals, but can't get the number in NormalX, NormalY and NormalZ to invert them, does anyone knows how to do it?

Thanks in advance

[edit]

Oh, and another quick question, for not making another thread , I played the Dark Konflict game and at the start it installs you a font, anyone here could tell me how you install a specific font like that game did for using it afterwards?

Thanks

Avan Madisen
22
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Joined: 12th Sep 2002
Location: The Castle Anthrax
Posted: 21st Nov 2004 02:45 Edited at: 21st Nov 2004 02:49
Matrix normals have to be calculated manually, they are not done automatically, not even in DBPro, and I don't think there are any commands to get the matrix normals. The default normals are 0,1,0 which basically means, straight up. For a simple solution input the normals as 0,-1,0 and that should get you some kind of result like what you want.

Edit - I've never installed fonts, but I'd assume you can do it by just saving the font file into the c:windowsfonts folder. After checking to make sure the file isn't already there.

I don't suffer from insanity:

I enjoy every minute of it!
Phaelax
DBPro Master
22
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Joined: 16th Apr 2003
Location: Metropia
Posted: 21st Nov 2004 11:31
to configure the matrix normals, there's an example by Lee. Comes with classic, I forget where. smooth matrix or something like that.

"eureka" - Archimedes
DARKGuy
21
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Joined: 28th Nov 2003
Location:
Posted: 21st Nov 2004 16:39
Yea but it uses lots of Cons and Sins and Tans that I don't understand and I just need to invert them.. not to make the matrix look smooth

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