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Need help rotatinf on x y z axis
#1
I am making a 3-d rotaion program, but only have the skeleton done, i need help. I have never done 3d before. E-mail me (alex@qbextreme.tk) for the code, and help me out, 'cause i've tried many things, and screwed up royally.

thnx,

Alex :roll:
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#2
Here:

http://relsoft.wrq.cjb.net/files/3dtorus.bas

http://relsoft.wrq.cjb.net/files/3dfix.bas
y smiley is 24 bit.
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#3
I realize you are trying to help, but ive only been programming 4 a year..I need something simpler. All im doing is a rotating cube not a totally textured thing. I'm not trying to be rude, if you took offence to that :roll: I'll send you the program, and you'll see what im trying to achieve. E-mail me when you want the prog

:evil: Alex :evil:
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#4
Quote:I am making a 3-d rotaion program, but only have the skeleton done, i need help. I have never done 3d before. E-mail me (alex@qbextreme.tk) for the code, and help me out, 'cause i've tried many things, and screwed up royally.

thnx,

Alex :roll:

Is this QB or OGL? In OGL, you simply provide the vector to do the rotation around, and then an angle. The syntax (I believe) is glRotate (angle, vx, vy, vz);

If it's QB, then you need to use trigonometry to rotate the vertexes manually. If you haven't taken at least grade 11 math in school, I recommend some lengthy FAQ reading.

After all, you can always rip off formulas, but it's best to actually understand what's going on.
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#5
Quote:I realize you are trying to help, but ive only been programming 4 a year..I need something simpler. All im doing is a rotating cube not a totally textured thing. I'm not trying to be rude, if you took offence to that :roll: I'll send you the program, and you'll see what im trying to achieve. E-mail me when you want the prog

:evil: Alex :evil:

Huh? You could rotate a cude or any model for that matter with that rotator. ;*)

As for the texturing, 3dfix are just dots so where's the texture? And the code is over-simplified with comments you prolly won't even need to understand stuff. LOL

Send, send...

vic_viperph@yahoo.com

BTW, if you want to learn how to derive those transformation constants, you don't need matrices. Just simple Factoring and Properties of equation.
y smiley is 24 bit.
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