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Member Since 17 Jun 2008
Offline Last Active Oct 10 2016 01:05 PM

#5019207 inverse transformation of the world matrix

Posted by on 08 January 2013 - 03:55 PM


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.




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 on 19 April 2011 - 09:21 AM

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 ?