Prey portals like

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Postby TheRLG » Mon Apr 24, 2006 12:02 pm

looks very cool!!!
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Postby bicunisa » Thu Apr 27, 2006 11:23 pm

Wow it looks very nice dude!

Keep up the good work!
OMG another MMORPG project! AztlanRPG
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Postby draghkar » Tue Mar 06, 2007 3:15 pm

this is a really awsome piece of code.
just one thing i noticed from your "demo" when you move back from the portal the camera on the other side moves back as well, should this not be stationary? (results in seeing whats behind the other side of the portal etc)
keep up the good work man.
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Postby Midnight » Thu Mar 15, 2007 11:14 pm

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Postby izek » Fri May 04, 2007 10:48 am

This is my portal that uses no shaders:


Video:
http://www.sendspace.com/file/z6r213

The vertical reaction of my portal is not done yet, but that's not the problem.

The problem is that, when i get near the portal, it rotates at the same scale like if i were far away from it.

Another problem is that, if i see the portal from one of its sides, the view is distorced by the perspective, and the same happens when i get close to him, the 3D illusion is lost.



I need some help doing this math logic, since i'm only 17 years old and i dont have all the math bases needed :(
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Postby agi_shi » Wed Aug 01, 2007 4:37 pm

izek wrote:This is my portal that uses no shaders:


Video:
http://www.sendspace.com/file/z6r213

The vertical reaction of my portal is not done yet, but that's not the problem.

The problem is that, when i get near the portal, it rotates at the same scale like if i were far away from it.

Another problem is that, if i see the portal from one of its sides, the view is distorced by the perspective, and the same happens when i get close to him, the 3D illusion is lost.



I need some help doing this math logic, since i'm only 17 years old and i dont have all the math bases needed :(

I'm 14 (...ish) and I figured it out - age doesn't matter.

A = transformation matrix of portal A
B = transformation matrix of portal B
C = transformation matrix of camera
R = relative transformation

AR = C
R = A^(-1)C

C' = new transformation matrix of camera

C' = BR
C' = BA^(-1)C

Rotate portal B by 180 degrees before constructing it's transformation matrix. Now map out the polygon - either copy or texture, your choice.
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Postby Masterhawk » Thu Aug 02, 2007 7:46 pm

Great work...., but what I read is that these portals only support DX9 Mode.
Do these portals also depend on DX9 Hardware?

Is there any effort to port them to OpenGL?
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Postby JP » Fri Aug 03, 2007 9:01 am

He did an OpenGL version too which you should be able to find in the project announcements forum by searching for portals.
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Postby Masterhawk » Fri Aug 03, 2007 9:14 am

Oh yeah, I've found it...thx JP
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Postby Virion » Sat Aug 25, 2007 2:09 pm

I have a question regarding this. If there are 2 people at the different side of the portal and one trying to shoot another. Since the portal is just like a billboard, will the bullet hit the guy? How about if he move. :?:
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Postby JP » Sat Aug 25, 2007 3:19 pm

Well you'd probably have to code in something extra so that the bullets get transported through the portal too, but that wouldn't be too hard as you'd just add the bullets into the bit where the players get transported around, then it would work as you'd expect.
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