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10 April 2015 - 01:50 PM
Thanks for quick and good ansver.
In Shader model 4 and 5 it will be more place?
08 March 2014 - 08:49 PM
Try to do so:
matrix worldViewMat = mul( worldMatrixInstance, viewMatrix );output.position = mul(skinnedPos, worldViewMat );
output.position = mul(output.position, transpose(float3x3(worldViewMat)) );
matrix worldViewMat = mul( worldMatrixInstance, viewMatrix );
output.position = skinnedPos + mul(float4( worldViewMat._41, worldViewMat._42, worldViewMat._43, 1.0f ), worldViewMat );
27 February 2014 - 08:02 AM
Get the transpose(float3x3(your WorldViewMatrix));
Get your mesh in local space, multiple him on this ^
And than multiple him as simple, no billboarded mesh;
and try to set culling mode off
25 February 2014 - 07:45 AM
maybe it helps
23 February 2014 - 02:52 AM
See Multi Windows example in Microsoft directX SDK
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