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Post by pasaliczaharije on Jul 13, 2005 11:51:35 GMT
I got little problem with parsing B3D file created with B3DPipeline, mainly with rotation part of node. I used DX9 function AffineTransformation to create transformation (just translation and rotation). But all nodes are rotated incorectly. If nodes does not have rotation, everything is OK.
I am not so good with quaternions, so any idea ... ?
Thanks, Zaharije Pasalic
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tysoe
New Member
Posts: 19
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Post by tysoe on Aug 8, 2005 0:25:18 GMT
I've not had any problems with this in blitz3d but have had no end of problems loading .b3d's with correct transforms in openGL engines like torque.
For me at least, a left or right handed coordinate toggle would be incredibly useful. So far things are going really well but getting the extensions to run in torque which is GL is going to be tricky since the nodes won't match.
Anyway, back to the topic, there has been one instance where we have had incorrect transforms with pipeline. If you use a direct light in a scene and export it with your entire level, I've had the entire level load rotated 90 degrees to what was intended.
I simply seperated all environment and lighting assets into a seperate B3d file (was more convenient as you could then swap lighting and sky datasets quickly.
Anyway, might be worth seperating them in your game and seeing what happens.
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