I would recommend that you manually go in and check the ''winding order'' of the vertexs (vertai for plural?) Each triangle should have its points described in a clockwise order, this tells D3D which side is the front (normal). The back side is never drawn of course. If the vertai are not described in a clockwise fashion you have to get TS to tell you the normals. (pain in the bum)
I would also recommend that you manually create a directional light source initially so you can find your loaded objects no matter where they are.
Good Luck!
PS (sorry if this got posted twice)
Demetrios Georgeadis
Director/Programmer
Oniera Software Artists
www.oniera.com
D3D .asc loader
How do you go clockwise in 3D shure its easy in 2d but how do you know when to skip to the back face?
Maybe I am still way to confused
Maybe I am still way to confused
Can someone PLEASE point me to source code!!!! I have been working on this for hours and I do not think I am any closer to a solution.
PLEASE???!!!?!?!?!??!
I AM DESPERITE HERE!!!!!!!!!!
PLEASE???!!!?!?!?!??!
I AM DESPERITE HERE!!!!!!!!!!
"Programmin'' ain''t like dusting crops boy!" If you do not understand the way 3D engines work, then getting someone else''s code is not going to help you!
CLOCKWISE= plot the triangle on a graph then connect the dots starting with the point to the top left.
IGNORE the Z coord.
look at these points:
a)-25,50,40
b)-5,-5,0
c)5,22,10
The correct ordering is: a,c,b.
Hope this helps. Good Luck
Demetrios Georgeadis
Director/Programmer
Oniera Software Artists
www.oniera.com
CLOCKWISE= plot the triangle on a graph then connect the dots starting with the point to the top left.
IGNORE the Z coord.
look at these points:
a)-25,50,40
b)-5,-5,0
c)5,22,10
The correct ordering is: a,c,b.
Hope this helps. Good Luck
Demetrios Georgeadis
Director/Programmer
Oniera Software Artists
www.oniera.com
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