exactly, when all angles are zero, it looks down, thats why x,z,y as standard is bullcrap.trepan wrote:I'd argue that OpenGL is "up" agnostic, it doesn't
really care what the Xs, Ys, and Zs refer to.
Note that it could be argued that OpenGL's default
"up" coordinate is Z, if you consider looking down at
the terrain as default view point (OpenGL's Z
defaults to the axis that is normal to the screen, ie:
in and out of the screen).
OMG STOP OVERUSING LUA
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Re: OMG STOP OVERUSING LUA
Re: OMG STOP OVERUSING LUA
That's why we use x,y,z
Re: OMG STOP OVERUSING LUA
StartPosX=1806;
StartPosZ=1481;
- Forboding Angel
- Evolution RTS Developer
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Re: OMG STOP OVERUSING LUA
Hahahaha!TradeMark wrote:StartPosX=1806;
StartPosZ=1481;
So wait, we should introduce a Y into start positions so that commanding units spawn in midair? Good argument
Re: OMG STOP OVERUSING LUA
It's entirely arbitrary and even differs between the major 3D graphics packages (MAX and Maya).
Re: OMG STOP OVERUSING LUA
This works too:TradeMark wrote:StartPosX=1806;
StartPosZ=1481;
StartPosZ=1481;
StartPosX=1806;
Re: OMG STOP OVERUSING LUA
HAHHAHAHAAHAHHA what? no... fail troll.Forboding Angel wrote:Hahahaha!TradeMark wrote:StartPosX=1806;
StartPosZ=1481;
So wait, we should introduce a Y into start positions so that commanding units spawn in midair? Good argument
This doesnt:Tobi wrote:This works too:TradeMark wrote:StartPosX=1806;
StartPosZ=1481;StartPosZ=1481;
StartPosX=1806;
StartPosX=1481;
StartPosY=1806;
Re: OMG STOP OVERUSING LUA
You can write some Lua to make it work. >_<
Re: OMG STOP OVERUSING LUA
Make it work. or else...
Re: OMG STOP OVERUSING LUA
The point, trademark, is that the coordinate system is ...,y,z,x,y,z,x,y,z,x,y,... no matter which way it faces.
DirectX prefers to use left-handed mode, where one axis is inverted and geometry cries.
DirectX prefers to use left-handed mode, where one axis is inverted and geometry cries.
Re: OMG STOP OVERUSING LUA
Lua is great, what's going to happen, some random guy makes a unilateral change that breaks every script that's ever been made? With no backwards compatibility? As if to say "I did this on a bet"?
Re: OMG STOP OVERUSING LUA
From an external app's perspective (ex: modinfo), that
still wouldn't matter as long as the unitsync interface is
being used to gather the information (ex: lua2php).
still wouldn't matter as long as the unitsync interface is
being used to gather the information (ex: lua2php).
Re: OMG STOP OVERUSING LUA
AFAIK Spring uses OpenGL....lurker wrote:The point, trademark, is that the coordinate system is ...,y,z,x,y,z,x,y,z,x,y,... no matter which way it faces.
DirectX prefers to use left-handed mode, where one axis is inverted and geometry cries.
and IIRC OpenGL or DirectX doesnt even refer to X,Y or Z any way.
It makes most sense to use XYZ since the game is top-down view, and when you use 0,0,0 rotation it points from top to down.
Re: OMG STOP OVERUSING LUA
Com shooter didnt do top down....It makes most sense to use XYZ since the game is top-down view, and when you use 0,0,0 rotation it points from top to down.
Re: OMG STOP OVERUSING LUA
so wrong.TradeMark wrote:and IIRC OpenGL or DirectX doesnt even refer to X,Y or Z any way.
Re: OMG STOP OVERUSING LUA
whole spring engine default view is top-down... unless you lua itAF wrote:Com shooter didnt do top down....It makes most sense to use XYZ since the game is top-down view, and when you use 0,0,0 rotation it points from top to down.
Re: OMG STOP OVERUSING LUA
only because TA was top-down.TradeMark wrote:whole spring engine
Re: OMG STOP OVERUSING LUA
makes more sense its XYZ since map textures use 2d image that is based on XY coordinates.
- 1v0ry_k1ng
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Re: OMG STOP OVERUSING LUA
so trueknorke wrote: