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Member Since 26 Jun 2007
Offline Last Active Feb 03 2012 08:52 AM

Posts I've Made

In Topic: UV Mapping Algorithms

03 February 2012 - 07:35 AM

Max, better most modeling tools, allow to assign more than one uv-coord to a single vertex. In this case, you need to split your vertex and assign the different uv to unique vertices. That is the reason, you see no artifacts beside the expected seams when using max (the border vertices got more then one uv-coord), but got warping artifacts when using shared vertices in your mapping code.

No but when I use the UV's that were exported WITH Max, I get the same result as in Max (the desired result) on excactly the same mesh. So it is litteraly JUST the UV coordinates ons those edges that differ.

In Topic: Backbuffer resolution

04 July 2011 - 01:46 AM

Yes, usually.


In Topic: Backbuffer resolution

03 July 2011 - 11:58 PM

Thanks, but I actually want to know if the game's screen resolution is directly correlated to the backbuffer width and height of the present params?

In Topic: Connecting 2 "World" Points with D3DXLine

18 March 2011 - 06:55 AM

Thanks for the response! I've gone with the DrawPrimitve approach for now. The draw back to this approach is that one can not set a line width.

If I want thicker line later on, I'll then maybe try drawing quads, or trying to solve my original problem I had (at the beginning of this post) using the feedback I got from you guys.


In Topic: DrawPrimitiveUP line width

10 March 2011 - 02:26 AM

Sorry, you cannot. It's always "1 pixel". (If you're talking about DX9 because I don't know how is it in DX10/11).

That's a pity! and yes, im using DX9

You can render quads instead of lines, that will give you much better control over the result.

I'll give that a go!