[ODE] Using ODE with DirectX

Ivan Bolcina ivan.bolcina at volja.net
Fri Mar 21 02:14:02 2003


It would be very nice to collect all code how to use ODE with DirectX. And
with OpenGL, if somebody needs it.Bye the way, I see a lot of people using
it. I sometimes download games written with it, and they run at 10fps.

Another question, more math like? Which is the most efficient, or at least
efficient way to project one vector on other.
How to project one vector to plane perpendicular to another vector?
Currently I am using so much processor power on this stuff, so I guess I am
doing it wrong. (I normalize vectors, and compoute with vector lengths)





----- Original Message -----
From: "Nate W" <coding@natew.com>
To: "ODE mailing list" <ode@q12.org>
Sent: Wednesday, March 19, 2003 9:39 PM
Subject: RE: [ODE] Using ODE with DirectX


> On Wed, 19 Mar 2003, Michal Bacik wrote:
>
> > That's it - ODE uses transposed matrices, when compared to DirectX. So
you
> > have to swap their members along diagonal.
> > I also noticed ODE uses quaternions with negated axis (or negated angle)
> > compared to what I'm used to, but regarding quaternions, I think there's
no
> > standard in which direction the angle is measured.
>
> There is a de facto standard, that used by OpenGL (which predates DirectX
> by years).  Microsoft however is not keen on following standards unless
> they absolutely have to. :-)
>
> --
>
> Nate Waddoups
> Redmond WA USA
> http://www.natew.com
>
>
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