Oriented bounding box transformations
Would it be better to:
1) Transform a bounding box and its normals via Direct3D using vertex buffers and whatnot (rather long winded, but quicker?)
2) Transform via standard code (i.e. using a seperate BOX struct) running the rotation and translation of the box alongside the mesh but seperate from Direct3D?
Am I making sense?
Dave.
I assume that your oriented bounding box isn''t rendered - it''s just used for collision or whatever.
In that case, it doesn''t make sense to transform it (rotate it, ...etc) by Direct3D, because the only way to do this is to do ProcessVertices(). ProcessVertices() always runs in software (i.e. it''s equivalent to looping through your vertices and transforming them yourself).
So, don''t do that. It''ll just waste your time creating buffers for your vertices and all.
Peace,
Muhammad Haggag
In that case, it doesn''t make sense to transform it (rotate it, ...etc) by Direct3D, because the only way to do this is to do ProcessVertices(). ProcessVertices() always runs in software (i.e. it''s equivalent to looping through your vertices and transforming them yourself).
So, don''t do that. It''ll just waste your time creating buffers for your vertices and all.
Peace,
Muhammad Haggag
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