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Mail Archives: djgpp/1998/04/21/09:57:21

Message-ID: <19980421160000.60196@gil.physik.rwth-aachen.de>
Date: Tue, 21 Apr 1998 16:00:00 +0200
From: Christoph Kukulies <kuku AT gilberto DOT physik DOT RWTH-Aachen DOT DE>
To: Calvin French <frenchc AT cadvision DOT com>
Cc: djgpp AT delorie DOT com
Subject: Re: 3d engine
References: <34bb2b0c DOT 4821057 AT nntpserver DOT swip DOT net> <34bff92a DOT 0 AT news DOT cadvision DOT com>
Mime-Version: 1.0
In-Reply-To: <34bff92a.0@news.cadvision.com>; from Calvin French on Sat, Jan 17, 1998 at 12:19:54AM +0000

On Sat, Jan 17, 1998 at 12:19:54AM +0000, Calvin French wrote:
> Learn how matrices work, and yeah you are right to say use a struct 
> containing x/y/z.  I can suggest a lot of tutorials, try www.hornet.org 
> they have a tonne of info if you do a bit of digging. Peach,

Even more readable your code will become if you are using typedef struct ...

typedef struct { double x,y,z; } POINT;
typedef POINT VERTEX;

later you simply say POINT a,b,c; VERTEX v1,v2,v3; 

> 
> - Calvin -
> 
> >
> >Hello all,
> >I'm going to write my own little 3d-engine under djgpp, for learning
> >and for a demo. I've written a simple flat-shading engine under pascal
> >before, but I've noticed that c difffers.  =). 
> >What is the best way of defining points for rotation and such, shall I
> >make a struct with x,y,z, or an array with 3 elements? What is the
> >best way to make theese basic things? Is there maybe a good tutorial
> >or something on the web that someone can point me to?? 
> >Well, thanx in advance and bye -:.,´´+.',+'´-'´.,+,+-´.

-- 
Chris Christoph P. U. Kukulies kuku AT gil DOT physik DOT rwth-aachen DOT de

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