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17 May 2016 - 09:49 PM
Okay, got some idea... When dividing the quads. I got the bounding boxes, right
And I put the inclined side vertexes with some positive y value....
Is it okay to do so?
17 May 2016 - 09:38 PM
Hmmm, let's build up a scenario, let's say a tractor of a truck arrives in the scene for my game.
Some NPCs are allowed to enter the tractor to search for stuff or pick up stuff.
And there is a wood blab to bridge the entrance of the warehouse and the tractor,
and this bridging wood is inclined, some vehicles therefore need a climb up this inclined wood,
And the quadtree map is extended. But the quads are usually flat, and don't allow
inclinations, I wonder how to go about solving this problem?
17 May 2016 - 07:37 PM
It's for pathfinding purpose.
I just want to achieve the same thing as Recast for real-time update of the navmesh (you probably know what Recast is)
but this time with quadtree....
17 May 2016 - 03:33 AM
What does this message mean?
I keep getting this, then the returned frame root is null...
D3DX: Bad magic number
16 May 2016 - 06:39 AM
The pFrameRoot is a valid frame hierarchy...
bool CMesh::Load(LPD3DXFRAME pFrameRoot, bool bSkinnedMesh, bool bVertexBlending)
m_bEnableVertexBlending = bVertexBlending;
m_bSkinnedMesh = bSkinnedMesh;
if (SUCCEEDED(D3DXLoadMeshHierarchyFromXInMemory((LPCVOID)pFrameRoot, sizeof(pFrameRoot),
D3DXMESH_MANAGED, d3d::GetInstance().GetDevice(), &Alloc, NULL, &m_pFrameRoot, &m_pAnimController)))
// load it also as a static mesh
if (FAILED(D3DXLoadMeshFromXInMemory((LPCVOID)pFrameRoot, sizeof(pFrameRoot), D3DXMESH_MANAGED, d3d::GetInstance().GetDevice(),
NULL, NULL, NULL, NULL, &m_pStaticMesh)))
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