#1 Members - Reputation: 203
Posted 17 October 2012 - 04:35 AM
currently i use 3ds max to create my geometry , cameras ,lights...
Then i export to collada and create my own format (no change to coordinate system)
Then i load into dx. Because camera is imported from 3ds max i see models properly rendered.
I needed to change face clipping to front. So far do good and working as expected.
But rendered objects are mirrored in x axis (DX) so i need to do pos.x = -pos.x in vertex shader after applying
projection matrix.
Do you know why ?
How can i fix it ?
(i need to keep 3ds max coordinates because of physx plugin)
#2 Members - Reputation: 3283
Posted 17 October 2012 - 08:22 AM
Hi all,
currently i use 3ds max to create my geometry , cameras ,lights...
Then i export to collada and create my own format (no change to coordinate system)
Then i load into dx. Because camera is imported from 3ds max i see models properly rendered.
I needed to change face clipping to front. So far do good and working as expected.
But rendered objects are mirrored in x axis (DX) so i need to do pos.x = -pos.x in vertex shader after applying
projection matrix.
Do you know why ?
How can i fix it ?
(i need to keep 3ds max coordinates because of physx plugin)
In your code, what is the up axis? In Max it is Z-up, so if you have implemented y-up, everything will be rotated 90 degrees.
#4 Members - Reputation: 878
Posted 17 October 2012 - 01:37 PM
Small and simple Python 3.x media library: pslab






