status [t] + Spinning 3d T -- coooooollll

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michaelh20
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status [t] + Spinning 3d T -- coooooollll

Post by michaelh20 »

I did the 3d spinning T thing for when others are typing (see the other post for the gist of this concept). I had to freaking create the T by hand (20 vertices -- not too bad), because my little python gl exporting script was too lame to make things relative to 0,0,0 so my T had been spinning off center at first.

Don't annoy me and tell me that other languages spell typing with something other than T. I suppose we could just throw a whole alphabet in.. just don't ask me to do it :) .. my T was only 2kb.

I'm still working on it, will post the results a bit later.

results so far:

patch
Windows exe
michaelh20
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Post by michaelh20 »

twas updated.......
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JeffM
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Post by JeffM »

glTranslatef is your friend :)

glPushMatrix();
glTranslatef(0,0,fHowFarUpIWant);
DrawMyThing();
glPopMatrix();
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michaelh20
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Post by michaelh20 »

I actual did that, the earlier model was not *centered* in the X & Y plane around 0 0 0, it was off-center by some strange amount that I could not deduce, so when it spinned, it was actually like it was in orbit or something. If I knew exactly how it was off-center, I could have spinned it right
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JeffM
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Post by JeffM »

yeah it helps to have them defined around 0, but you could have done 2 tranlsataions and a rotation to let it rotate around a difrent point, just a bit more math.
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michaelh20
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Post by michaelh20 »

Patch fixed.. I wasn't diffing against the include dir before.

As for the center point, looking at a bunch of glstatements and trying to figure out where the center is challenging :) Perhaps blender could have told me somehow I suppose.. or the clunky gl exporting script
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scanline
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Post by scanline »

You probably could have used 'center new' in the mesh buttons to put the object origin at the average of all its vertex positions.
2+2=5, for very large values of 2
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