Hi.....
i work on a 3D-Engine to fly over a 3D-Landscape....
my question, how can i do an collision control of the Objekt's.....
so i have a Plane and a Landscape......how can i check if the plane touch the
landscape?????
Thanx....Stefan
Hi.....
i work on a 3D-Engine to fly over a 3D-Landscape....
my question, how can i do an collision control of the Objekt's.....
so i have a Plane and a Landscape......how can i check if the plane touch the
landscape?????
Thanx....Stefan
> i work on a 3D-Engine to fly over a 3D-Landscape....
> my question, how can i do an collision control of the Objekt's.....
> so i have a Plane and a Landscape......how can i check if the plane touch the
> landscape?????
> Thanx....Stefan
In english:
1. Coordinate system is East=X, North=Y, Up=Z.
2. Calculate height of terrain at the plane's X,Y coordinate.
3. Compare terrain height to plane's Z coordinate.
-Dragon Glare
1. 3D Studio MAX Plug-Ins - "Facemap" problem
Hi!
I've written a 3D Studio Max plug-in for the company I work for. It is
used to export the Max models into a format we can use in our own 3D
renderer.
I've been successful with exporting UV mapping information if the
model has been mapped using "UVW" mapping, and the textures come out
exactly as is seen in Max.
However, if the mapping has been done with "face-map" (it is next to
"two-side" on the material editor), then the UV mapping information
comes out incorrect. (The mapping UV's appear to map to 1/3 of the
actual texture).
Has anyone had any success with extracting the correct UV's when
"face-map" is used for mapping?
Is there a way to convert "face-map" UV mapping to UVW mapping using
the Max SDK?
If you can help me, please contact me via e-mail, I'd be grateful for
any help you can offer.
Kev
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