I'd try a little bit with Ogre and now I want to use Light and Shadow.
I did try it with a sample cube and found out that I have to set the "Normalos". Now is my question:
How can I use normalos,
and how do I calculate them,
and before everything What are normalos?
(3D) What Are Normalos and how are they used?
(3D) What Are Normalos and how are they used?
Google 4ever!
Re: (3D) What Are Normalos and how are they used?
normals 
The following pages should clear some things up I hope:
http://www.euclideanspace.com/maths/alg ... /index.htm
http://www.euclideanspace.com/maths/alg ... /index.htm
The following pages should clear some things up I hope:
http://www.euclideanspace.com/maths/alg ... /index.htm
http://www.euclideanspace.com/maths/alg ... /index.htm
Good programmers don't comment their code. It was hard to write, should be hard to read.
Please correct my english
http://purebasic.developpez.com/
http://purebasic.developpez.com/
Just like the article saysVallan wrote:This did explain almost all. But how do I calculate the cross product in PB?
For example:
Code: Select all
Structure VECTOR3
x.f
y.f
z.f
EndStructure
Procedure VectorCross(*out.VECTOR3, *v1.VECTOR3, *v2.VECTOR3)
*out\x = (*v1\y * *v2\z) - (*v1\z * *v2\y)
*out\y = (*v1\z * *v2\x) - (*v1\x * *v2\z)
*out\z = (*v1\x * *v2\y) - (*v1\y * *v2\x)
ProcedureReturn *out
EndProcedure
Good programmers don't comment their code. It was hard to write, should be hard to read.


