Using D3DXComputeBoundingBox()
No you make one in max to the right size then you work out the scale. Like say in max your box is 5* 5 and in your app it's say 10* 10 then you use that scale difference on all your boxes in max
@ankhd: Althought that can solve the problem, it doesn't solve the main issue which is making a function that load .x file box into bullet physics.
I'm looking for a way to make a method to load the .x file box into bullet physics, I'm using D3DXComputeBoundingBox() to calculate the .x file box size but it doesn't work as expected.
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