Jump to content

  • Log In with Google      Sign In   
  • Create Account


afraidofdark

Member Since 17 Jun 2008
Offline Last Active Jul 20 2014 08:29 AM
-----

#5019207 inverse transformation of the world matrix

Posted by afraidofdark on 08 January 2013 - 03:55 PM

hello,

In a vertex shader program, I've got world transformation matrix and a point. I think that if I take inverse transformation matrix of the world matrix and multiply it by the point, I transform point from world space to object space.

 

psudecode: 

 

Matrix worldm; // I only have these two variables

float4 point;

 

Matrix invWorl = inverseTransform(worldm);

float4 objectSpacePoint = invWorld * point; // I want this

 

How can I do this in hlsl ?




#4800389 texcoord count is different than vertex count

Posted by afraidofdark on 19 April 2011 - 09:21 AM

Hello,
I try to export a model from 3dmax, but when I try to export the model, I saw that, model's texture coordinate count is more than its vertex count. I believe the reason is, artists make an unwrapping process to best fit the polygons on the texture, during this process they may split or merge some faces, this cause the difference in texcoord count and vertex count. What should I do to render this kind of meshes ? do I have to split or merge actual faces in the mesh too ?


PARTNERS