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vertex coordinates


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#1 joeblack   Members   -  Reputation: 261

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Posted 17 October 2012 - 04:35 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)

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#2 Serapth   Crossbones+   -  Reputation: 5370

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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.

#3 joeblack   Members   -  Reputation: 261

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Posted 17 October 2012 - 10:06 AM

my up vector is 0.0f,0.0f,1.0f so it should be corect

#4 Goran Milovanovic   Members   -  Reputation: 1104

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Posted 17 October 2012 - 01:37 PM

You should have a matrix that describes a rotation of pi/2 around the X axis, and apply that to every exported mesh.

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