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Transformation Gizmos | Game Engine series




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Название :  Transformation Gizmos | Game Engine series
Продолжительность :   52.23
Дата публикации :  
Просмотров :   42 rb


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Коментарии Transformation Gizmos | Game Engine series



VirtualFunction
The gizmo renders for me but can't be interacted with this was literally easier when I made the gizmos myself and did a raycast against them
Comment from : VirtualFunction


Billy OConnor
The rotation issue wasn't that complicated If it goes above 360 wrap to 0, vise versa You just maintain euler angles to display edit/in the editor And internally convert to/from quat
Comment from : Billy OConnor


Icaro Amorim
very usefull as usual
Comment from : Icaro Amorim


Peter Edmonds
at 38:21, perhaps just render the degrees 360?
Comment from : Peter Edmonds


Ale Vidal
I enjoyed this one so much Couldn't stop watching Excellent video!
Comment from : Ale Vidal


Kenny Tutorials
Anyone try use ImGuizmo::DrawGrid? This accept view, projection matrices, and third matrix, called 'matrix', and i dont know what matrix it is, model matrix of what? The best result i can get its appearing one 3d line rendered at camera position instead of gridbrMy code:brImGuizmo::DrawGrid(glm::value_ptr(cameraProjection), glm::value_ptr(glm::inverse(cameraView)), glm::value_ptr(transform), 100f);
Comment from : Kenny Tutorials


Songo
How did you did to get this style with ImGui ??? You edited everything yourself ?
Comment from : Songo


Sam_is_people
thanks!
Comment from : Sam_is_people


NeoMorph
Very helpful for getting the gizmos to work Thanks!
Comment from : NeoMorph


Kariaki Stephen
Charno is boom
Comment from : Kariaki Stephen


IcyTv
I know this video is a little bit older, but (at least for me) your rotation method just would not work As soon as i rotated anything over 90 degrees, it completely broke until every field in transform was NaN I fixed it by using the built in glm::decompose and using quaternions Maybe it was an issue with my Implementation, but I tried basically copying Hazel's Gizmo rotation code and the same thing happened Oh well, since it's an editor thing anyways, I think trying to use euler angles over quaternions is not worth the headache for the marginal performance increase
Comment from : IcyTv


Reg Bot
Haha I recently ve been like, o wow I wanna these cool gizmos thing in my OpenGL renderer Good thing there is also Dear ImGui for that XD In fact when I started pondering how to implement gizmos by myself I had two thought paths 1 this will be extremely hard or 2 there is some trick which will ease the pain Thank gods for cherno
Comment from : Reg Bot


Michael OConnell
If anyone is not getting the gizmos to render, double check your model, view, projection matrices I was passing in the wrong matrices and was going crazy trying to debug :)
Comment from : Michael OConnell


Garage Man
Wait a second! I see those frames in the background! Next project is going to start with e!
Comment from : Garage Man


Marius Bertelsen
Omg the way to you say ImGui makes me cringe so hard
Comment from : Marius Bertelsen


Jeroen
Thank you for this video, i set up gizmo for my game engine with this :)
Comment from : Jeroen



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