Slang's .plan

スポンサーサイト

上記の広告は1ヶ月以上更新のないブログに表示されています。
新しい記事を書く事で広告が消せます。

02/09/06

Shooting Range





flx_shooting_range_01.m1v (10.5 MB, for a limited time only)
http://www.quake4.jp/slang/files/videos/flx_shooting_range_01.m1v

---

gDEBugger

Today, I received a free license of gDEBugger, an OpenGL debugging and profiling application, from its actual vendor Graphic Remedy. Here I'd like to appreciate Yaki Tebeka (co-founder and chief technical officer of the company) for his kind offer.

Graphic Remedy
http://www.gremedy.com/

02/02/06

Mesh Skinning Using Vertex Shader (2)





flx_mdl_skinning_01.m1v (6.2 MB, for a limited time only)
http://www.quake4.jp/slang/files/videos/flx_mdl_skinning_01.m1v

---



Let v denote the vertex position in reference space (the parent bone's local space), and let Mi denote the bone-to-world transformation matrix, then the skinned vertex position v' is given by the expression above; where, wi is the associated weight, and Mrefi-1 is the inverse of the reference transformation matrix.

Since all the bone data defined in the Reference SMD is given by in their parents' local spaces, first of all, I transform all of the bones' local transformation matrices into the bone-to-world transformation matrices (these are Mrefi in the expression). Then I calculate the Mrefi-1 in order to transform the vertex from the model space into the parent's local space, because the bone transformation matrix Mi attached to the keyframe of the animation is also a bone-to-world, 4x4 affine transformation matrix.

01/12/06

Mesh Skinning Using Vertex Shader





Work in progress.

01/08/06

Flexion Engine Supports Half-Life 2 MDLs (2)


Alyx


Combine Strider

12/29/05

Flexion Engine Supports Half-Life 2 MDLs


AK47 (7.62x39mm)


M16A1 Vietnam (.223 Remington)


HK 23E (5.56x45mm NATO)


Steyr Scout Tactical (7.62x51mm NATO)

12/19/05

Water Surface



Previous Page | Top Page |
上記広告は1ヶ月以上更新のないブログに表示されています。新しい記事を書くことで広告を消せます。