Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


Partitioning ID3DXMesh

This topic is 5656 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

What's the quickest/most elegant way of taking a ID3DXMesh and creating a vector or a similar structure composed of vertex buffers, each being created from a different attribute id/subset. Keeping in mind that the program doesn't need to see internal composition of each vertex beyond the FVF used for D3DXGetFVFVertexSize() Don't worry about the sample code. I have to force myself to learn about VBs. I only need a certain direction. Juozas Gaigalas [edited by - Juozasg on June 18, 2003 1:19:33 AM]

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!