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KurtO

Member Since 05 Dec 2011
Offline Last Active Feb 15 2013 06:31 AM

Posts I've Made

In Topic: Blender to DirectX Export problem

14 February 2013 - 02:55 AM

Solved it, had culling set to Back, that made the X-axis texture the wrong way. When i set it to NONE it worked!


In Topic: Blender export problem

23 November 2012 - 12:22 PM

What is the right direction? when i flip all the normal is pointing inside and it don´t feel correct. The Texture mode was great, now i see my misstakes before i import model and saves me time.

But my model is rendered mirrored. If i use Ctrl-N and do this for both normal and vertecies it shows correct just that it is mirrored.


[source lang="cpp"]for(int i=0;i<m_vertexCount;i++) { model_vertices[i].Color = color; model_vertices[i].Normal.x = Level1Vertices[i].Normal.x; model_vertices[i].Normal.y = Level1Vertices[i].Normal.z; model_vertices[i].Normal.z = -Level1Vertices[i].Normal.y; model_vertices[i].U = Level1Vertices[i].U; model_vertices[i].V = Level1Vertices[i].V; model_vertices[i].X = position.x + Level1Vertices[i].X; model_vertices[i].Y = position.y + Level1Vertices[i].Z; model_vertices[i].Z = position.z + -Level1Vertices[i].Y; }[/source]

i sometimes solve the mirror thing by flip the normals but then it don´t get rendered correctly with my walls, the normals are not right...

How can i upload images to show you my model with normals?

In Topic: Blender export problem

23 November 2012 - 07:19 AM

Late answer but, is the normal connected to the draw pipeline?

How can the normals affect the rendering? isnt my triangles drawned just by x,y,z positions?

I am about to give up my development as Blender exporting just is to buggy right now. It seems that my walls are rendered with normals all over the place. I will definetly try to change the normal as you suggested.

thank you for your answer.

In Topic: Blender export problem

19 November 2012 - 06:32 AM

I still dont understand.
The modls are correct just they are mirrored.

I use Ctrl-N to make the normal look good. And if i "Flip Direction".
The model is correct in my game but the normals are upside down.

Why cant blender just implement a way to change coordsystem to right-handed... =(

In Topic: HLSL rookie question

15 November 2012 - 12:06 PM

Yeah kauna, they are both bound.
It worked with a float3 and d3dxvector3 so i guess its just byte problem/alignment of some sort...

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