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snake5 Indago dalībnieks
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Joined: 27 Jun 2007 Posts: 2590
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Posted: Sun Sep 23, 2007 1:29 pm Post subject: D3DXCreate... modelis ar novirziitu centru |
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kaa? bez transformaacijaam? varbuut pasham buut jaataisa funkcija, kura uztaisa taadu?? pagaidaam mani interesee tikai kaste _________________ "There are two choices here: "looks good" and "realism"." -- Paul Nettle |
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bubu Indago Uzvarētājs
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Joined: 23 Mar 2004 Posts: 3223 Location: Riga
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Posted: Sun Sep 23, 2007 1:56 pm Post subject: |
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Nezinu, ko dara D3DXCreate funkcija, bet kas vainas transformācijai? Ātrdarbību tas neietekmētu necik. Virsotnes tāpat tiek reizinātas ar matricu pie projicēšanas, tāpēc vēlviena matricas esamība neko neietekmē.
Vai arī uzrakstīt prastu ciklu, kas iziet cauri visām modeļa virsotnēm un pieskaita tev vajadzīgo nobīdi. Arī nekas neiespējams. |
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snake5 Indago dalībnieks
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Joined: 27 Jun 2007 Posts: 2590
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Posted: Sun Sep 23, 2007 2:11 pm Post subject: |
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taads cikls buutu tieshi tas, ko man vajag! vnk es paarrakstu GM kodu no defaultajaam komandaam uz externaalajaam..
un te nu es saduuros ar probleemu, ka es nezinu, kaadaa formaataa ir vertexi - kaadu struktuuru izmanto! un taapeec es nesaprotu, kaa varu tos vertexus pagruust uz kaadu pusi... _________________ "There are two choices here: "looks good" and "realism"." -- Paul Nettle |
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snake5 Indago dalībnieks
![Indago dalībnieks Indago dalībnieks](https://forums.gamedev.lv/images/ranks/cup2.gif)
Joined: 27 Jun 2007 Posts: 2590
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Posted: Sun Sep 23, 2007 4:02 pm Post subject: |
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nu labi, biju pats saacis rakstiit savu boxfunkciju, un te no es dabuuju nepareizus 3stuurus!
Code: | D3DXM_LastMesh+=1;
D3DXCreateMeshFVF(4,8,D3DXMESH_VB_MANAGED | D3DXMESH_IB_MANAGED,D3DFVF_XYZ | D3DFVF_TEX1,d3ddev,&XMeshStorage[D3DXM_LastMesh]);
XM_VTX vbox[8] =
{
//down
{x2,y1,z1,0,0},
{x1,y1,z1,1,0},
{x1,y2,z1,1,1},
{x2,y2,z1,0,1},
//up
{x1,y1,z2,0,0},
{x2,y1,z2,1,0},
{x2,y2,z2,1,1},
{x1,y2,z2,0,1},
};
UINT16 ibox[12] =
{
//down
1,2,3,1,3,4,
//up
5,6,7,5,7,8,
};
LPDIRECT3DVERTEXBUFFER9 vb;
XMeshStorage[D3DXM_LastMesh]->GetVertexBuffer(&vb);
XM_VTX* vp;
vb->Lock(0,0,(void**)&vp,0);
memcpy(vp,vbox,sizeof(vbox));
vb->Unlock();
LPDIRECT3DINDEXBUFFER9 ib;
XMeshStorage[D3DXM_LastMesh]->GetIndexBuffer(&ib);
UINT16* ip;
ib->Lock(0,0,(void**)&ip,0);
memcpy(ip,ibox,sizeof(ibox));
ib->Unlock();
return (double)D3DXM_LastMesh; |
index'i tak pareizi, vai ne? _________________ "There are two choices here: "looks good" and "realism"." -- Paul Nettle |
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bubu Indago Uzvarētājs
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Joined: 23 Mar 2004 Posts: 3223 Location: Riga
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Posted: Sun Sep 23, 2007 4:13 pm Post subject: |
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Masīvā indeksi tiek skaitīti no 0, nevis 1. |
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snake5 Indago dalībnieks
![Indago dalībnieks Indago dalībnieks](https://forums.gamedev.lv/images/ranks/cup2.gif)
Joined: 27 Jun 2007 Posts: 2590
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Posted: Sun Sep 23, 2007 4:16 pm Post subject: |
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pareizi, biju galiigi aizmirsis... tagad viss ok.. _________________ "There are two choices here: "looks good" and "realism"." -- Paul Nettle |
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