Był bym bardzo wdzięczny za przetłumaczenie pewnego tekstu
o to on:
(1)
This is an equation I made to get the distance between each object in a 3d world. It uses Pythagorean Property, except one of the sides is of another Hypot. So the equation is basically like this.
¬ ( a ˛ + ( ¬ ( b ˛ + c ˛ ) ˛ )
Where A is the Y distance, B is the X distance and C is the Z distance.
oraz
(2)
Before the Open GL object int's itself, we have to define a few things. Wether it is full screen or not, what textures it uses, what is the z cutoff point and how many numbers make up a unit ( that is the tranformation scale ). The larger the transformation scale is, the more control we have of positioning the cubes and the smoother we can make it look. In this case I have set it to 160 ( 16 * 10 ). That way, the positions of objects on the MMF level editor can be multiplied by 10 and counters that go to decimal places can go to 1 decimal place.
Za pomoc będę bardzo wdzięczny :P
Słowa Open GL object nie trzeba tłumaczyć :P