作者查詢 / VictorTom
作者 VictorTom 在 PTT [ C_and_CPP ] 看板的留言(推文), 共10783則
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1F推:開發環境是什麼?? VC的話Debug build trace下去, 把05/19 10:46
2F→:disasm window打開就看得到每條指令的address; 不過,05/19 10:47
3F→:一般來說ret後東西錯掉, 你自己操作stack爛掉, 導致05/19 10:48
4F→:stack內容爛掉, 所以回傳位址/值錯的機會比較大.05/19 10:48
5F→:另外, 錯的是什麼?? value?? value如果是一個變數的05/19 10:49
6F→:話, 你應該先用data break找出value哪個時點被誰改05/19 10:49
7F→:變的, 同樣VC有這功能, 其他環境就再研究吧....Orz05/19 10:49
4F推:推:)05/19 09:25
2F推:你下的那個就是座標........05/18 22:14
4F推:Material與Light的parameter都沒有設啊@_@"05/18 19:32
5F→:Normal也沒給....你還時把K大2F的網頁好好看一看吧Orz05/18 19:34
6F→:default的Cull是disable, 所以黑的看起來不像被cull掉,05/18 19:41
7F→:不知道是不是current normal與lighting的所有參數湊巧05/18 19:41
8F→:兜成這個狀態的@_@"05/18 19:41
1F推:推~~~~~~~~~~~~05/18 16:24
2F推:Good Job....XD05/18 16:21
1F推:glTranslate是產生一個matrix並乘入current matrix, 是05/18 13:28
2F→:你的current matrix為ModelView, 你才會覺得它作用在05/18 13:28
3F→:Eye Space; 另外雖然OGL把Model和View綁成同一matrix,05/18 13:28
4F→:但是Eye space與World space還是視為兩個座標系比較好@@05/18 13:29
5F→:至於物體本身的座標系要平移, 其實就是glVertex的座標05/18 13:30
6F→:下在(0,0,0,1)以外的位置, 那就是object/model space自05/18 13:31
7F→:己的座標....@_@"05/18 13:31
8F推:如果你只是想針對scene裡某個object平移, 畫它之前的05/18 13:33
9F→:translate之前, 先push ModelView, 畫完再pop回來即可.05/18 13:34
13F→:obj(model) -> world -> eye(camera) -> ...05/18 13:59
14F→:本來transform的流程如上(到clip/proj前), 只是GL把05/18 14:00
15F→:ModelView綁起來, 看起來obj就直接->到eye space了.05/18 14:01
16F→:你也可以自己抽象的另外分離出Camera用的matrix, 之後05/18 14:01
17F→:每個obj的model matrix再另外乘上抽象的view matrix就好05/18 14:02
18F→:印象中D3D就有獨立的camera可以設...@_@"05/18 14:02
5F推:頗惡搞風XD05/18 13:58
1F→:好帥的方法XD05/17 23:19
3F推:就是2F說的, 不然你自己寫一個function包它, 你想幾個傳05/17 19:54
4F→:入參數都行XD 至於函數的功能與用法請查manual :)05/17 19:54