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Latest matrices Activity

Skeletal animation: Rotating left and right arm gives different results

Thank you for helping me understand and providing an insightful response once again!

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Combining translation & rotations and per-frame rotations

snoken said:
I am confused on how you are supposed to combine these matrices

The normal standard order for transformations is T.R.S. I'm unsure if BVH follows this however.

For BVH and the rotations order, it seems to be Y,X,Z: https://research.cs.wisc.edu/graphics/Courses/cs-838-1999/Jeff/BVH.html

2,640 views

Simply trying it may give a faster answer than waiting for someone to answer the question.

Try to figure out what you see as the most likely correct solution, and build it in a small scale. If it works, you're done. If it fails you learned your idea was wrong, try to figure out what is wrong, correc…

2,395 views

@Aressera I just noticed that Blender is X+ right, Z+ up and Y+ into the screen (away from the viewer). One thing that I'm really confused about is that the mesh and animation I downloaded from Mixamo is X+ right, Y+ up and Z- into the screen, so essentially right-handed. When I load it into Blende…

4,176 views
cgdev
April 07, 2023 07:16 AM

use the inverseBindMatrices to transform the v1 in object space into the joint space:

v2 = inverseBindMatrices * v1

5,057 views
Help with vertex pipeline for 3d software renderer

@bmarci It was really more the code you use to project from object/model space into world and then perspectiveprojection

8,584 views

If you want to go old school with pixel art — and it takes a LOT of art — the 1:2:1 or 2:1 approaches were common.

Drawing was done by sprite tiles, and the older hardware was designed for sprite tiles, so it all worked efficiently. Placement of the tiles was a simple grid of diamonds, drawn in pain…

11,168 views

I may misunderstood this: but you want a 1 cm square to appear 1 cm on every screen, first of all you need to get physical screen size let it be vec2 scr_size;

Hiwever you don't want to multiply by aspect ratio, which anyway is not the case cause you already multiple by projection matrix..

Now positi…

6,810 views

Do you understand how model, view and projection matrices work?
I can recommend this: https://learnopengl.com/Getting-started/Coordinate-Systems

Depending on whether your buffer data is static or dynamic, it can even be feasible to have a single
uniform mat4 model_view_projection;

Which you only update…

2,848 views
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