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NightcrawlerEX

Member Since 25 Jan 2013
Offline Last Active Mar 18 2013 02:00 AM

Posts I've Made

In Topic: Calling directx10 effect->settexture redundantly

10 February 2013 - 12:51 AM

Thanks

In Topic: Per face materials

06 February 2013 - 08:19 AM

thanks, works great.


In Topic: Per face materials

04 February 2013 - 05:01 AM

Im using directx 10. Do i just loop and call ID3D10Device::DrawIndexed() for each index array? Is this efficient or is there a better way?

Also the primative id semantic seems cool. Seems usefull for a number of effects

In Topic: My lowly triangle will not render :(

28 January 2013 - 06:38 AM

oops... i posted the wrong answer i think

 


 


In Topic: Blender to Directx exporter... works, but i think its too hacky

28 January 2013 - 05:40 AM

Positions need to be rotated 90 degrees around the x-axis, and mirrored/scaled along the z-axis (depending on whether you use a left- or right handed coordinate system).

 

Thanks, that was indeed my problem. All I had to do was create the rotation/scale matrix and apply it to all the vertices on export and also turn my indices for each triangle backward


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