I am now trying to develop 3D games for a long time. I went through the tutorial and found that I did not really have enough information to make the game.
I am currently trying to add a texture to the eCossedron (in the "Look at the original drawing" section). Used in the tutorial, but I can not get the texture on more than one side. The other parties are not completely invisible logical reasons (they will be shown completely until I add texture).
These are my main questions:
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How to duplicate the result I display the texture correctly without using ten million corners and colors Can i do
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How can I move an object based on a variable that I can set in another function?
Try to think of your icasidron as a low poly field I think the center of the Ecosyadron of Lamarche is 0,0,0. Look at this tutorial, it is written for DirectX but this field tells the general principle of texture mapping. I used it in my project and it works great You can move the 3D object by applying various change matrix. You should have something like
glPushMatrix (); GlTranslatef (); Ecosahedron traction; GlPopMatrix ();
Here is my code snippet that how I made a text code for the semicophore size,
GLfloat * ellipsoidTexCrds; Vector 3D * ellipsoidNorms; Int numVerts = * numEllipsoidVerticesHandle; EllipsoidTexCrds = Callback (numVerts * 2, size (GLfloat)); EllipsoidNorms = * Alpside NormalHandle; For (int i = 0, j = 0; i & lt; numverts * 2; i + = 2, j ++) {alpicythxcrs [i] = ASIN (alpiSodonomes [ja]. X) / mog + 0.5; EllipsoidTexCrds [i + 1] = asin (ellipsoidNorms [j] .y) / M_PI + 0.5; }
I wrote it a year and a half ago, but I am reminded that I think the computation of my top normals is equal to normalized meridians. This is possible because when you are centered on a circular shape (0,0,0), then the brackets basically describe the rays from the center of the area, generalize them, and you have received your top notch.
And if you are planning to use a 3D engine on the iPhone, then use Ogre3D, it's really fast.
Hope it helps :)
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