D3DX Culls backwards?
I was writing a program using Direct3D Immediate Mode and I decided to start over using the D3DX utility library. When I did this, I noticed that everything culled backwards! The D3DCULL_CCW and D3DCULL_CW seemed to do the opposite of what they used to. Now, with D3DCULL_CCW, triangles like this would show up:
13
2
and ones like this wouldn''t!:
12
3
Is it supposed to be like that??
Dave2001,
MAILTO(Forrester6@msn.com);
If D3DX consistently culls in the opposite direction you should be able to reverse your vertex order to fix the problem..if it''s not totally consistent, you may have some deeper issues going on, but if it''s positively reversed EVERY time it sounds like D3DX is just using opposite vertex ordering..inconsistency is the spice of life..MS is just trying to keep you on your toes
"Like all good things, it starts with a monkey.."
"Like all good things, it starts with a monkey.."
I think I have already told you this but anyway, Direct3D is by default left handed so you should use the D3DX Matrix functions that end with LH if there is such an alternative. (If there are no alternative then there are no difference)
- WitchLord
- WitchLord
I already fixed this problem. D3DXMatrixViewLH is messed up. I used D3DUtil_SetViewMatrix instead and it worked just fine.
Dave2001,
MAILTO(Forrester6@msn.com);
Dave2001,
MAILTO(Forrester6@msn.com);
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