Monday, 3 November 2008

The problem, the overhaul, and the camera...

ive finally found a reason why i have struggled so much with the camera class, and it boils down to this:
I did not understand how any of this had anything to do with what i see.
I mean, i have the screen in front of me. i understand that what is being presented to me doesnt really "exist" that its just a representation of numbers displayed so that we puny humans can understand what we're doing, but the leap in logic that leads me from ones and zero's to matrices and verts to...well ones and zero's (as words) i suppose, was completely beyond me.

which leads to my first problem.

My matrix transformations are doing the wrong thing. This whole time i had thaught that our matrix transformations (rotation etc) should be giving out a vertice, after taking one and moving it, in actuality, i now realise, our transformations are there to store a specific transformation for general use.

This of course is a somewhat...devestating realisation, one that came about due to the input of my study partner (who i suspect at this moment is writing a blog post very similar to this) and our friend, who saw us working on it, and then pointed out, quite happily that we had made something that really wasn't useful in any way whatsoever.

This of course, leads me inevitably to the following. over the last week i have rewritten, hacked apart, and (hopefully) fixed all my issues, my solution should now do what it was supposed to do in the first place, my camera class has now, also hopefully, been finished, and (as far as i am aware) i can now load objects correctly.

i also managed to get namespaces to work correctly, which was a small issue that was suddenly swamped by the larger "it fails at doing stuff" issue.

however, due to the recreation of, essentially, my whole programme, my rendering pipeline work isn't complete (as of time of writing), hopefully more work on this may be finished by the next tutorial, however i find it unlikely at this juncture.

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