Message-ID: <19980421160000.60196@gil.physik.rwth-aachen.de> Date: Tue, 21 Apr 1998 16:00:00 +0200 From: Christoph Kukulies To: Calvin French 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 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit In-Reply-To: <34bff92a.0@news.cadvision.com>; from Calvin French on Sat, Jan 17, 1998 at 12:19:54AM +0000 Precedence: bulk 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