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Member Since 13 Oct 2004
Offline Last Active Yesterday, 11:23 AM

Posts I've Made

In Topic: Solving UV for different vertices (understanding a formula)

29 September 2015 - 12:28 PM

Thanks. I'm afraid I'm not getting it yet.
I've changed the example vertices and UV's to match the drawing example.

I thought the formula would give me a way to calculate the UV coordinates for point p, knowing p1/2/3 and uv's q1/2/3.

How can I do that with this formula? (step by step)

Should I read baryentric coordinates of p to respect of the triangle, as the same thing?

In Topic: pass an array? (stock c++)

29 September 2015 - 12:19 PM

Before diving into the "how", what do you want to achieve?
Knowing this might help in finding the best solution, being a pointer, const ref to a struct/ class, std::vector or whatsoever.

In Topic: Programming Role Playing Games with DirectX

29 September 2015 - 12:17 PM

Unicode vs multibyte in the project settings?

In Topic: Rotate UV

26 September 2015 - 02:38 PM

Thanks, got it.

When I read your reply it 'felt', first move to the center, rotate and then move back to the initial coordinate.


Working like a charm now, with the 2nd option (inverse * zRot * center).

In Topic: Dealing with D3DX____ functions being depricated.

23 September 2015 - 02:13 PM

Good to hear.

But keep in mind that you take things bite by bite, moving at once to:

- a different math library

- a new d3d/ api version

- loading models using another library

- having the make your own shader manager ("effects")


Is quite difficult to take all at once.