I finally fixed the issue I was having with getting the camera walking over the terrain. I ‘think’ the error was that I wasn’t translating onto the x-z plane at the beginning of my GetHeight(float x, float x) function properly. I said ‘think’ becauseĀ I redid all of my functions that got the height of the [...]
Archive for the ‘Interactive 3D Graphics’ Category
W7: Walking over terrain
Posted in Interactive 3D Graphics on March 15, 2009 | Leave a Comment »
W5: De Blob
Posted in Interactive 3D Graphics on March 9, 2009 | Leave a Comment »
I successfully created user input with the camera. However, I have been having some troubles making the camera walk across the terrain. For some stange reason, my camera appears to go up invisible hills when moving around. I’m guessing that the camera’s position hasn’t been set to the terrain’s position, so when the camera is [...]
W3: New Framework
Posted in Interactive 3D Graphics on February 25, 2009 | Leave a Comment »
This week I managed to implement a camera system; allow input with the mouse, keyboard and Xbox 360 controller and I managed to implement height-based lighting.
However, to begin with I had to put everything I had into a new framework. To be precise I placed my code within Frank Luna’s framework (from his Introduction to [...]
W2: Terrain
Posted in Interactive 3D Graphics on February 18, 2009 | Leave a Comment »
For this week, I had to create terrain and implement different terrain types and lighting.
Firstly I rendered a large grid on screen and then created a list of vectors to store the y value of the terrains height map at different positions. I loaded a RAW file (which are typically used to store height maps) [...]
W1: DirectX Vertices, Shading and Lighting
Posted in Interactive 3D Graphics on February 7, 2009 | Leave a Comment »
This week has really been a starter into getting grips with DirectX. It amuses me how easy small tasks are to do; the same “small” tasks I found very tedious last semester within the Introduction to 3D Graphics module. It has taken me a little time to adjust to the way DirectX works; but I’m [...]