Gernot Ziegler | 14 Jan 2006 14:21
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Camera view interpolation

Hej folks !

I have a number of OpenGL modelview matrices that describe a number of
cameras, and would like to interpolate between the camera views along
a time track using Lib3DS - which approach would you recommend:
.) Creating camera objects and everything needed for it
.) Simple objects, and transforming the matrices into position and
rotation tracks ? (or is that needed above, too ?)
.) only use lib3ds' quaternions and their slerp function, do the rest
myself

glad for any hints you can give me :-)

Servus,
  Gernot

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Hylke Donker | 14 Jan 2006 18:16
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RE: Camera view interpolation

If i'm correct, the first option is faster than the second option.I don't 
know about the third option.
Hylke

From: Gernot Ziegler <gz@...>
Reply-To: lib3ds-devel@...
To: lib3ds-devel@...
Subject: [Lib3ds-devel] Camera view interpolation
Date: Sat, 14 Jan 2006 14:21:55 +0100 (MET)
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Federico Mazzanti | 20 Jan 2006 15:54
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question coord texture

Hi,

I little use the lib3ds library from time and not clearly as they come 
managed the coordinates of texture.

mesh->points = number of vertex
mesh->pointL[] = vertexs

mesh->faces = number of faces
mesh->faceL[] = faces

mesh->texels = number of coordinated of texture
mesh->texelL[ ] = coord texture

mesh->material->texture1_map.name = name of the file contentente the 
texture.

my question is following:

how I can associate the coordinates of texture to the faces?

thanks.

Federico Mazzanti

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Hylke Donker | 20 Jan 2006 16:17
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RE: question coord texture

face->points[x] gives you the right index for mesh->pointL.
You might also wanna check out:
http://lib3ds.sourceforge.net/lib3ds-1.2.0/doc/html/struct__Lib3dsFace.html
Hylke

From: Federico Mazzanti <fmazzant@...>
Reply-To: lib3ds-devel@...
To: lib3ds-devel@...
Subject: [Lib3ds-devel] question coord texture
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Gernot Ziegler | 22 Jan 2006 04:52
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RE: Camera view interpolation

Hej !

Thanks, I did it in the second option:
I first feed the vectors (0,0,0), (0,0,-1) and (0,1,0) to the inverse of
the modelview matrix of the camera, and got a camera position, a target,
and an up position which I could then interpolate using a cam node, a
target node and a second target node for the up vector.

Afterwards, I just extract the interpolated values, feed them to gluLookAt
(up replaces roll) and voila ! a nice camera track .-)

Created nodes for the camera
position, a target and

> If i'm correct, the first option is faster than the second option.I don't
> know about the third option.
> I have a number of OpenGL modelview matrices that describe a number of
> cameras, and would like to interpolate between the camera views along
> a time track using Lib3DS - which approach would you recommend:
> .) Creating camera objects and everything needed for it
> .) Simple objects, and transforming the matrices into position and
> rotation tracks ? (or is that needed above, too ?)
> .) only use lib3ds' quaternions and their slerp function, do the rest
> myself
>
> glad for any hints you can give me :-)
>
> Servus,
>    Gernot
>
(Continue reading)

mal content | 25 Jan 2006 13:36

player shows blank window

Using lib3ds 1.2.0, I can't get any output to the screen from 'player'.
I just get a blank, grey, window no matter what model I use. This
occurs on both FreeBSD 6 and OS X 10.3.9.

What exactly am I doing wrong?

I went into the 3D editor that I use (meshworks), created a plain
untextured cube and exported to 3DS. Ran player on the resulting
cube.3ds file and got a blank window. I have also tried other textured
and downloaded models.

3dsdump shows that lib3ds seems to be reading the file correctly,
so where does the problem lie? (Most likely behind the keyboard!)

thanks
a1

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Victor Gerth | 25 Jan 2006 18:54
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Re: player shows blank window

Here are my 2cents for debugging your problem.

Off the top of my head,  do you have any lights? Is the unit size your 
model wasconstructed in  adequate for your near far clipping on your camera?

mal content wrote:

>Using lib3ds 1.2.0, I can't get any output to the screen from 'player'.
>I just get a blank, grey, window no matter what model I use. This
>occurs on both FreeBSD 6 and OS X 10.3.9.
>
>What exactly am I doing wrong?
>
>I went into the 3D editor that I use (meshworks), created a plain
>untextured cube and exported to 3DS. Ran player on the resulting
>cube.3ds file and got a blank window. I have also tried other textured
>and downloaded models.
>
>3dsdump shows that lib3ds seems to be reading the file correctly,
>so where does the problem lie? (Most likely behind the keyboard!)
>
>thanks
>a1
>
>
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>This SF.net email is sponsored by: Splunk Inc. Do you grep through log files
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Hylke Donker | 25 Jan 2006 21:17
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Re: player shows blank window

Also note that player.c doesn't support non-noded models. So if your model 
doesn't contain any nodes, your model will not be rendered.
Hylke

From: Victor Gerth <gerth@...>
Reply-To: lib3ds-devel@...
To: lib3ds-devel@...
Subject: Re: [Lib3ds-devel] player shows blank window
Date: Wed, 25 Jan 2006 10:54:06 -0700
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mal content | 26 Jan 2006 15:27

Re: player shows blank window

On 1/25/06, Hylke Donker <hylkedonker@...> wrote:
> Also note that player.c doesn't support non-noded models. So if your model
> doesn't contain any nodes, your model will not be rendered.
> Hylke

Hello,

Sorry I don't understand the concept of nodes. I'm not well versed in
the internals
of 3DS yet. It's very likely, therefore, that my model doesn't contain any.

a1

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mal content | 26 Jan 2006 15:28

Re: player shows blank window

On 1/25/06, Victor Gerth <gerth@...> wrote:
> Here are my 2cents for debugging your problem.
>
> Off the top of my head,  do you have any lights? Is the unit size your
> model wasconstructed in  adequate for your near far clipping on your camera?

Hello.

Ah, definitely no lights. I'm not sure about the near and far
clipping, I'll have to
do some resizing to check.

cheers
a1

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Gmane