#149032 - DiscoStew - Sun Jan 13, 2008 9:59 pm
So, I began working on a new structure for a new model exporter (yes, different than my last one that I put on hiatus for now), and the meat of it involves directly editing a pre-made display list, so that it will work as a rigid-skinned model. The problem I've come up against is the testing phase for the structure in the program itself.
What it involves is Position Test, but the results I'm getting are somewhat off of what they should be. So I trimmed down everything just to see if what I put in coems out the same when used on an Identity matrix, and when I did, I did not get the same values as I put in.
My results turned up...
Which is obviously not 0, 1000, 0, 0. When I put all 0s, I got...
Anyone know what I could be doing wrong? My "initial" set up of the 3D engine is the same as all my other projects, yet they've got no problem. I'm afraid it may be some silly oversight too.
_________________
DS - It's all about DiscoStew
What it involves is Position Test, but the results I'm getting are somewhat off of what they should be. So I trimmed down everything just to see if what I put in coems out the same when used on an Identity matrix, and when I did, I did not get the same values as I put in.
Code: |
glPushMatrix(); glLoadIdentity(); while(GFX_BUSY); GFX_POS_TEST = 0 | (4096 << 16); // A simple test for putting in (0, 1, 0) GFX_POS_TEST = 0; while(GFX_STATUS & BIT(0)); iprintf("%04X, %04X\n", GFX_POS_RESULT[0], GFX_POS_RESULT[1]); iprintf("%04X, %04X\n", GFX_POS_RESULT[2], GFX_POS_RESULT[3]); glPopMatrix(1); |
My results turned up...
Code: |
0000, 175F
FFFFFCCE, 0000 |
Which is obviously not 0, 1000, 0, 0. When I put all 0s, I got...
Code: |
0000, 0000
FFFFFCCE, 0000 |
Anyone know what I could be doing wrong? My "initial" set up of the 3D engine is the same as all my other projects, yet they've got no problem. I'm afraid it may be some silly oversight too.
_________________
DS - It's all about DiscoStew