Date: Sat, 1 Mar 1997 11:33:23 -0800 (PST) From: KaRNaGE To: djgpp AT delorie DOT com Subject: Re: demostu3.zip->read3ds.pas In-Reply-To: Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII never mind, i solved the problem, i found out that coord3d[face.l1].x was how to doit, the faces where a index for the coordinate system...so never mind...=) On Fri, 28 Feb 1997, KaRNaGE wrote: > i converted x3ds.pas to C wich loads all the 3d coords (x, y, z) and > faces (l1, l2, l3) from a .3ds file, but i'm having trouble converting > read3ds.pas to C, because of all the asm, i'm not good at asm, and was > wondering if someone could convert all the asm, to pascal or c doesn't > matter....or just tell me what in the world it's doing...i've tried to > e-mail the author, but the e-mail address doesn't exist anymore, if anyone > knows Bjarke Viskoe's current e-mail please tell me...and if no one can > tell me what's going on, here's the reason why i need to know... > > my .3ds reader loads 270 (x, y, z) coordinates, and 516 (l1, l2, l3) faces > from (duck.3ds) wich is right...and when i plot all the x,y,z coords > (pixels) and do all my 3d rotation 3d->2d math etc...it > rotates,scales,etc, looks like a crappy 'pixel duck' ( but it's right), > but when i try to convert the pixels to polygons, it looks like junk, i > know that 3ds uses triangles, but it seems when i load the coords it's not > in 'triangle order', so it looks like junk...so i'm wondering how can use > what i got to make it look right, how do i apply the faces and 3d coords, > to make a polygon duck that looks right...read3ds.pas does this, but i > don't know how cuz of the asm..this is really frusterating me =)..and any > help will make me happy!....i'm getting tired of a 'pixel duck' =) > BTW i've looked at zed3d, and it made more confused... > > >