Jump to content
  • Advertisement

Archived

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

NeKe

Compute bounding box in DirectX 9

This topic is 5576 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

Does anyone know how to get the 3rd parameter in D3DXComputeBoundingBox for DirectX 9. It is called dwStride and is the "Count or number of bytes between vertices". Why did they even change this? _Neil

Share this post


Link to post
Share on other sites
Advertisement
I guess what I meant was...How do you calculate the stride which is the 3rd parameter in the function?

_Neil

[edited by - NeKe on June 18, 2003 11:52:24 PM]

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
if you''re converting from dx8, then just pass your old 3rd parm, the FVF, to the D3DXGetFVFVertexSize function as the 3rd parm.

Share this post


Link to post
Share on other sites
Thanks!
I had to adjust the first parameter as well.

D3DXComputeBoundingBox((D3DXVECTOR3*)Ptr, Mesh->m_Mesh->GetNumVertices(),D3DXGetFVFVertexSize(Mesh->m_Mesh->GetFVF()), &Mesh->m_Min, &Mesh->m_Max);

_Neil

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.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!