I'm adding some 'next gen'ish stuff to minib3d(for personal use, a game i'm doing not a commercial engine) and I want to port Halo's doomb3d code to minib3d, cos i've had bad luck with actual tangent mapping.
So does anyone know what AlignToVector does internally? Anyone wrote a reproduction in max for minib3d?
Any dlls/C++/C# etc source code that does the same I could use as a basis for my own?
Ant, are you making an Engine out of BMX?
Please adding a DX 8.1 driver.....
Well it depends, officially i ported it(Mostly Simon's b3d with some new additions and rewrote classes) all over to C++, but the C++ stuff doesn't have the next geny glsl and postfx systems i added to Soo.. long story short, I wanted to carry on the bmax one but thats only going to happen if I can emulate AlignToVector. No dot3 bump-mapping no sale, I'll just carry on with codemonkey.
So someone help mmmkay
I know that much already pert, it's the inner workings of the function i need to know.
OR another way of putting it..if I wanted to do the same thing in C++(Most popular language so most likely to have tuts on it) what would my search terms be?
I tried "Align a matrix to vector" but got nothing even remotely related.
Isn't the sprite alignment for billboarding doing something like an align to vector albeit always using the same axis?
No idea tbh, i really suck at 3d maths beyond simple stuff like point distance, dot3 etc.