harefort
@harefort
New Member
Joined: Feb 14, 2024
Topics: 23 / Replies: 42
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RE: zoom extents as tight as possible

I forgot one step. Also I couldn’t help but make a drawing… Still no guarantee for correctness.

15 years ago
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RE: zoom extents as tight as possible

Yes the camera’s projection matrix is not its transform matrix. It’s the matrix that transforms a point in world space into screen space. You know whe…

15 years ago
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RE: zoom extents as tight as possible

3: correct 5: there are 12 edges in a bounding box – 4 are parallel to the local x-axis, 4 to y, 4 to z so the four edges that are parallel with the c…

15 years ago
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RE: zoom extents as tight as possible

I’m not very good with matrices, so I’m not sure if this would work: Make sure that all vertices lie before the camera. Apply the camera projection …

15 years ago
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RE: zoom extents as tight as possible

You would need to loop through all vertices of the object, calculate the view vector of it, calculate the angle between that and the camera forward ve…

15 years ago
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RE: Get Normal of a vert in Edit Ploy

They only solution I know is to calculate them yourself by averaging the surrounding face normals. If you work with games you might wanna use the same…

15 years ago
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RE: Scripted Loft or alternative?

Thanks, guys! The sweep worked, but I went with path deform in the end, because I needed taper and some other deformations.

15 years ago
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RE: Exporter optimization – Getting all the coincident vertices of a mesh

You could maintain a temporary sorted array that contains the position of all vertices added so far. Since it is sorted you’d only need to do a binary…

15 years ago
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RE: Updating a progressbar from inside a loop

Ha! My bad … looks like I forgot to convert to float before dividing.

15 years ago
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