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Search: Posts Made By: Jaheckelsafar
Forum: AVS 30th June 2003, 04:45
Replies: 99
Views: 19,793
Posted By Jaheckelsafar
It isn't sticky Atero. It probably should be, and...

It isn't sticky Atero. It probably should be, and the other tips and tricks is, but this one is not.

As to the meaning of i, look in the website thread. Annibus wrote a nice varible tutorial and...
Forum: AVS 22nd May 2003, 17:14
Replies: 99
Views: 19,793
Posted By Jaheckelsafar
They do all do the same operation, but they do it...

They do all do the same operation, but they do it with different values.
Forum: AVS 22nd May 2003, 07:25
Replies: 99
Views: 19,793
Posted By Jaheckelsafar
Each new set of coordinates must have a different...

Each new set of coordinates must have a different name otherwise the first line would modify a value needed in the second line of the rotation matrix. x3,y3, and z3 could just have easilt been x1,y1,...
Forum: AVS 15th May 2003, 17:41
Replies: 99
Views: 19,793
Posted By Jaheckelsafar
just take the rotation matrix and apply it to...

just take the rotation matrix and apply it to other planes.
Forum: AVS 14th May 2003, 08:34
Replies: 99
Views: 19,793
Posted By Jaheckelsafar
oops, mixed up the concepts. :(

oops, mixed up the concepts. :(
Forum: AVS 13th May 2003, 04:23
Replies: 99
Views: 19,793
Posted By Jaheckelsafar
You only rotate around 2 axes at a time. x-y,...

You only rotate around 2 axes at a time. x-y, y-z, z-x.
Forum: AVS 12th May 2003, 14:49
Replies: 99
Views: 19,793
Posted By Jaheckelsafar
x1 and y1 are your initial x and y values th is...

x1 and y1 are your initial x and y values
th is the angle of rotation in radians (2*pi = one full rotation)
x and y are your rotated x and y values

I can't explain anymore than that because I...
Forum: AVS 11th May 2003, 16:31
Replies: 99
Views: 19,793
Posted By Jaheckelsafar
Here's a handy-dandy site ...

Here's a handy-dandy site http://mathworld.wolfram.com/RotationMatrix.html
To boils down to

x=cos(th)*x1+sin(th)*y1;
y=-sin(th)*xi+cos(th)*y1;

still, check the sight out. You might learn...
Forum: AVS 7th May 2003, 16:14
Replies: 99
Views: 19,793
Posted By Jaheckelsafar
Some kind of formula based on i, many if...

Some kind of formula based on i, many if statements, or rotation around the x or y axes. There's a number of different ways.
Forum: AVS 6th May 2003, 16:23
Replies: 99
Views: 19,793
Posted By Jaheckelsafar
Yeah, but if each point has a different z value...

Yeah, but if each point has a different z value...
Forum: AVS 5th May 2003, 09:20
Replies: 99
Views: 19,793
Posted By Jaheckelsafar
True, forgot that. It's usually best not to have...

True, forgot that. It's usually best not to have things go behind the camera; it can cause all kinds of funky lines. If a point goes behind the camera, the x and y values will be negative of what...
Forum: AVS 4th May 2003, 08:58
Replies: 99
Views: 19,793
Posted By Jaheckelsafar
3D AVS is reatively easy. Give each point an...

3D AVS is reatively easy.

Give each point an x,y,z value. Make x = xval/zval and y = yval/zval.
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