The spaces tag has no usage guidance.
0
votes
1answer
33 views
Space of Tangent and Bitangent Vectors
I have a really simple question I cannot be sure about the answer.
What is the space of tangent (T), and bitangent (B) vectors when we calculate them using vertex positions, and texture coordinates?
3
votes
1answer
77 views
Placing an AABB close to a point so that it doesn't intersect any other AABBs
Give a 2D space with a bunch of non-intersecting AABBs, and a point in this space (that may or may not be inside an AABB), how can I find the closest place where I can place a new AABB of a given ...
3
votes
1answer
209 views
What are the advantages of tangent space shading/lighting, and what about attenuation?
In several topics here it was suggested by people that doing lighting in tangent space is better than doing it in world space. Right now I am doing it in camera space, but it's really similar to world ...
0
votes
2answers
158 views
Why do we say things are rotated around the z-axis in a space graph?
I've embarked on a journey of game development. I need to learn lots of 3D terminology, since I want to make 3D games. I learned that X is to the right, Y is up, and Z is towards you. Then why when a ...
2
votes
1answer
99 views
Space between randomly generated objects
Im not sure there is a going to be a simple answer for this question but Ill ask anyway. I am programming an endless scrolling game where the player's character is constantly "falling." As they fall ...
3
votes
1answer
801 views
Why is clip space always referred to as “homogeneous clip space”?
I've noticed in almost everything I've read so far that the term "clip space" is prepended with the word "homogeneous". Now I understand that it roughly means "all the same", but I don't understand ...
8
votes
1answer
1k views
what is world space and eye space in game development?
I'm reading a book about 3D stuff and OpenGL. The book often talks about world space and eye space.
What exactly is the "world space?"
Does the "eye space" mean the projection?
4
votes
2answers
1k views
Rendering artifacts at a large scale
I'm a new to OpenGL or graphics in general. Trying to write a game with realistic scale. I had a perfectly fine rendering of earth at a small scale, but when I try to scale it up to 1:1 I get this ...
1
vote
2answers
273 views
Why are normal maps in tangent space but not in normal space?
I want to implement normal mapping in my little game engine. When getting into normal mapping, I wonder why normal maps are typically in tangent space but not in normal space? That normal maps in ...
2
votes
2answers
691 views
World space and model space the dummies version [closed]
I'm by no means a 3d programmer but have recently taken it upon myself to build a Voxel based game and I'm having a little trouble understanding some of the concepts around matrices (what with my ...
1
vote
0answers
218 views
what space is this Matrix in? [closed]
In Blender 2.6 API, PoseBone is used for animating a bone. PoseBone.matrix is one way to do that. API says PoseBone.matrix is in "object space".
...
2
votes
1answer
2k views
global transform to local transform?
If an object is attached to another one and you need to set its position, rotation and scale in global space, what do you do to get the local versions of these values, knowing the same values for the ...
1
vote
4answers
218 views
Space & Sound? Defying Physics?
Why are there sound effects in space shooter games like asteroid and such?
There is no medium in space for sound to travel by. Yet we get hear gun shots & explosion.
I am not talking about the ...
0
votes
1answer
108 views
How to shoot a triangle out of an asteroid which floats all of the way up to the screen?
I currently have an asteroid texture loaded as my "test player" for the game I'm writing. What I'm trying to figure out how to do is get a triangle to shoot from the center of the asteroid, and keep ...
22
votes
5answers
3k views
Are there any disadvantages of using Distance Squared checks rather than Distance?
I use distance squared checks for basically all my distance (vector3 length) checking, due to the performance increase from not incurring a square root (like in plain length checks).
From the looks ...
2
votes
1answer
669 views
COLLADA: Inverse bind pose in the wrong space?
(Crosspost from StackOverflow)
I'm working on writing my own COLLADA importer. I've gotten pretty far, loading meshes and materials and such. But I've hit a snag on animation, specifically: joint ...