GhostXoP Posted January 1, 2013 Share Posted January 1, 2013 Are these points that wont be used? Link to comment
Castillo Posted January 1, 2013 Share Posted January 1, 2013 I don't understand what do you mean. Link to comment
GhostXoP Posted January 1, 2013 Author Share Posted January 1, 2013 The arguments are described as dummy points, what does that mean? fx, fy, are dummy points then fx1, fy1 arent Link to comment
Castillo Posted January 1, 2013 Share Posted January 1, 2013 I never used that function before, so I don't know what do they mean. Link to comment
GhostXoP Posted January 1, 2013 Author Share Posted January 1, 2013 The parameters are ignored it seems. The ones that count are the ones after the first two Link to comment
Anderl Posted January 1, 2013 Share Posted January 1, 2013 I remember I've read something about dummy points in a topic about 3D model rendering. It's something like the points of a mesh, though I'm not sure 'cause it's been like a year or so. Link to comment
manve1 Posted January 1, 2013 Share Posted January 1, 2013 (edited) I remember I've read something about dummy points in a topic about 3D model rendering. It's something like the points of a mesh, though I'm not sure 'cause it's been like a year or so. You are right as far as i know, because mesh is to create polygons easier. I tried learning about dummy points, but found nothing tho. Edited January 1, 2013 by Guest Link to comment
Anderl Posted January 1, 2013 Share Posted January 1, 2013 I remember I've read something about dummy points in a topic about 3D model rendering. It's something like the points of a mesh, though I'm not sure 'cause it's been like a year or so. You are right as far as i know, because mesh is to create polygons easier. Well, from what I've learned a mesh is a set of polygons that creates an "image" of something. E.g. a vehicle that we see in games is just a set of polygons linked, with textures. Anyway, doesn't matter. Just wanted to tell that if these dummy points are what I think then you won't even notice anything. Link to comment
manve1 Posted January 1, 2013 Share Posted January 1, 2013 Yes, but its easier to create a vehicle with lines and turn them into a polygon then making a vehicle from a polygon. Tho from a few polygons you have to attach them and then link with textures or else you can see your vehicle pure white or grey Link to comment
Anderl Posted January 1, 2013 Share Posted January 1, 2013 Yes, but its easier to create a vehicle with lines and turn them into a polygon then making a vehicle from a polygon. Tho from a few polygons you have to attach them and then link with textures or else you can see your vehicle pure white or grey Nop, model files in games ever use polygons, the game engine then interpretes the model files and load everything and create a mesh which you can then use - http://en.wikipedia.org/wiki/3D_modeling#Representation | http://en.wikipedia.org/wiki/Polygon_mesh. Anyway, let's stop with this off-topic conversation Link to comment
eAi Posted January 2, 2013 Share Posted January 2, 2013 If you look at the source code: http://code.google.com/searchframe#KdIe ... .com&l=210 You'll see that the first two arguments are used for the position of the colshape - the x and y values returned from getElementPosition. This position would ideally be the centre of the polygon (I'm not sure why we don't calculate that automatically?), as the only real purpose is so that we can do a cheap collision check to see if you're near the colshape, before we do a more expensive check against each side of the polygon. Link to comment
GhostXoP Posted January 2, 2013 Author Share Posted January 2, 2013 Its fine that you don't, i've never actually needed the center points to a colshape unless its for my car locking resource or zombie ai spawn/process manager, even then i just use the positions of the ped the colshape is attached to. I wouldn't calculate it automatically and only use process time like that for more important things. As for the original problem, i set it to the first fx1 fy1 coord's Link to comment
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