D3DXComputeBoundingSphere help please
Im getting my collision system off the ground - but im having some problems with computing the bounding spheres of microsoft .x format models. My function call look a little somthing like this....
LPDIRECT3DVERTEXBUFFER8 ppVB;
instance->m_actor->m_pMesh->GetVertexBuffer(&ppVB);
D3DXComputeBoundingSphere(
ppVB,
instance->m_actor->m_pMesh->GetNumVertices(),
0,
¢er,
&this->m_coll_sphere_radius
)
I think its that third param which is causing the problems im really not sure which flags to use. Got some lights in the scene - not much in the way of textures at the moment.
The function does not return an error message but the value of
this->m_coll_sphere_radius comes out as 1.#INFO
Any idea what i need to do to get this blasted thing to work?
Thanks in advance
i use this code to calculate mine
hope it helps
To be considered a genius you just have to say what everybody knows in a way very few understand
void* pVB;lpMesh->LockVertexBuffer(D3DLOCK_READONLY, &pVB);D3DXComputeBoundingSphere((D3DXVECTOR3*)pVB, lpMesh->GetNumVertices(), D3DXGetFVFVertexSize(lpMesh->GetFVF()), &boundCenter, &boundRadius);lpMesh->UnlockVertexBuffer();
hope it helps
To be considered a genius you just have to say what everybody knows in a way very few understand
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