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Drawing an isometric map using directx graphics

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For some reason the height is not working properly in this code.. if i take out the height part (the for loop with the c) it looks right. Any suggestions on how i can get the height working in my isometric map? I'm not sure, but it might have something to do with rotation, because when I don't rotate it and look at it straight on, it seems to work
    

int gameclass::render()
{

if( NULL == d3ddevice )
        return 1;
  d3ddevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 
                         D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );
d3ddevice->BeginScene();
setupmatrices(0,0,0);
static float r=0;
r+=.1f;
int heights[4][4]={2,1,2,3,
                   1,1,2,3,
				   1,1,2,3,
				   1,1,2,3};

for (int i =0;i<4;i++)
 for (int j=0;j<4;j++)
	for (int c=0;c<heights[i][j];c++)
	 rendermodel(block,j*2,c,i*2,-45.0f,0.0f,0.0f,1.0f);


d3ddevice->EndScene();
d3ddevice->Present(NULL,NULL,NULL,NULL);
return 0;
}


int gameclass::rendermodel(model mod,float x=0,float y=0,float z=0, float rx=0, float ry=0, float rz=0,float sc=0)
{  
    D3DXMATRIX matWorld,matTrans;
    
D3DXMatrixTransformation( &matTrans,NULL,NULL,NULL,NULL,NULL,
&D3DXVECTOR3(x,y,z));

D3DXMatrixRotationYawPitchRoll(&matWorld,rad(ry),rad(rx),rad(rz));

D3DXMatrixMultiply( &matWorld, &matWorld, &matTrans );

D3DXMatrixScaling( &matTrans,sc,sc,sc);
D3DXMatrixMultiply( &matWorld, &matWorld, &matTrans );

    d3ddevice->SetTransform( D3DTS_WORLD, &matWorld );
    
    


	
for( DWORD i=0; i<mod.num; i++ )
    {
        //Set the material and texture for this subset

        d3ddevice->SetMaterial( &mod.materials[i] );
        d3ddevice->SetTexture( 0, mod.textures[i] );
        
        //Draw the mesh subset

        mod.mesh->DrawSubset( i );
    }
return 0;
}
    
[edited by - ktuluorion on November 5, 2002 2:28:42 PM]

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