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Plane generation issue...


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#1 Migi0027   Crossbones+   -  Reputation: 1233

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Posted 03 July 2012 - 09:55 AM

Hi, im Miguel Petersen, and im currently having a problem with generating planes... I know that i did a stupid mistake, but unfortunately, i can't find itPosted Image

So, i would like to ask you for some help:

#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
struct PLANE {FLOAT X, Y, Z; D3DXVECTOR3 Normal; FLOAT U, V;};
class PlaneStruct
{
public:PLANE PlaneVertices[3];
public:DWORD PlaneIndices[5];
void CreatePlane(float size)
{
  PLANE PlaneObject;
  PlaneObject.X = 1.0f * size;
  PlaneObject.Y = 0.0f;
  PlaneObject.Z = 1.0f * size;
  PlaneObject.Normal = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
  PlaneObject.U = 0.0f;
  PlaneObject.V = 0.0f;
  PLANE PlaneObject1;
  PlaneObject.X = -1.0f * size;
  PlaneObject.Y = 0.0f;
  PlaneObject.Z = 1.0f * size;
  PlaneObject.Normal = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
  PlaneObject.U = 0.0f;
  PlaneObject.V = 1.0f;
  PLANE PlaneObject2;
  PlaneObject.X = -1.0f * size;
  PlaneObject.Y = 0.0f;
  PlaneObject.Z = -1.0f * size;
  PlaneObject.Normal = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
  PlaneObject.U = 1.0f;
  PlaneObject.V = 0.0f;
  PLANE PlaneObject3;
  PlaneObject.X = 1.0f * size;
  PlaneObject.Y = 0.0f;
  PlaneObject.Z = -1.0f * size;
  PlaneObject.Normal = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
  PlaneObject.U = 1.0f;
  PlaneObject.V = 1.0f;

  PlaneVertices[0] = PlaneObject;
  PlaneVertices[1] = PlaneObject1;
  PlaneVertices[2] = PlaneObject2;
  PlaneVertices[3] = PlaneObject3;
  PlaneIndices[0] = 0;
  PlaneIndices[1] = 2;
  PlaneIndices[2] = 1;
  PlaneIndices[3] = 0;
  PlaneIndices[4] = 3;
  PlaneIndices[5] = 2;
}
};

Best Regards
Miguel Petersen

Edited by Migi0027, 03 July 2012 - 10:39 AM.


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#2 Migi0027   Crossbones+   -  Reputation: 1233

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Posted 03 July 2012 - 01:10 PM

If you want pictures:

Posted Image

#3 gnomgrol   Members   -  Reputation: 493

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Posted 04 July 2012 - 06:03 AM

You are messing up pretty badly with the vertices/indices, a simple plane would simply look like this:
//4 vertices, 6 indices
[source lang="cpp"]vertices[0].pos = D3DXVECTOR3(0.0f, 0.0f, 0.0f);vertices[1].pos = D3DXVECTOR3(10.0f, 0.0f, 0.0f);vertices[2].pos = D3DXVECTOR3(0.0f, 0.0f, 10.0f);vertices[3].pos = D3DXVECTOR3(10.0f, 0.0f, 10.0f);vertices[0].normal = D3DXVECTOR3(0.0f, 1.0f, 0.0f);vertices[1].normal = D3DXVECTOR3(0.0f, 1.0f, 0.0f);vertices[2].normal = D3DXVECTOR3(0.0f, 1.0f, 0.0f);vertices[3].normal = D3DXVECTOR3(0.0f, 1.0f, 0.0f);vertices[0].tex = D3DXVECTOR2(0.0f, 1.0f); // texcoords start left top corner!vertices[1].tex = D3DXVECTOR2(1.0f, 1.0f);vertices[2].tex = D3DXVECTOR2(0.0f, 0.0f);vertices[3].tex = D3DXVECTOR2(1.0f, 0.0f);indices[0] = 0;indices[1] = 1;indices[2] = 2;indices[3] = 0;indices[4] = 2;indices[5] = 3;[/source]


I hope that helps

Edited by gnomgrol, 04 July 2012 - 06:24 AM.


#4 Migi0027   Crossbones+   -  Reputation: 1233

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Posted 04 July 2012 - 07:14 AM

Thanks for replying, ill test if it works when i get another challange done:
http://www.gamedev.net/topic/627421-c-dx11-render-to-panel/




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