Mesh Transformation Questions
Hi...I have a mesh loaded into my world, and I''m trying to use D3DXComputeBoundingBox for collision detection. When I load the mesh, its much smaller than it should be to fit in my scene, so I scale and translate it....but the max and min of the bounding box returned reflect the original size and location of the mesh'' vertices before transformation.
There''s got to be a way to get values using the transformed location. Maybe D3DComputeBoundingBox isnt the way to go, I''m not sure how else to generate a box. Any thoughts would be greatly appreciated.
Thanks!
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