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The Provoker

Question about D3DXConcatenateMeshes

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Does this function combine the meshes using their coordinates in world space or in each meshes local space (resulting in a mashing of meshes at the origin most likely). Will I be able to just arrange a bunch of meshes in Direct3D worldspace and then call this function or can the matrix pointer parameter be an array of transformations that would transform each mesh into worldspace from localspace? Thanks in advance.

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This function uses the meshes model space by default. The documentation is a little unclear. The function has a prameter called pGeomXForms who's description is: "Optional pointer to a D3DXMATRIX transformation matrix to apply to each submesh. May be NULL."

The variable name seems to indicate that there can be more than one transformation matrix, but the description seems to indicate that there is only one transformation matrix.

You can pass into this function an array of transformation matrices to apply to the meshes you submit. So you can have an array of transformation matrices that correspond to the array of meshes you pass into the function. The function will then internally transform the vertices of each mesh by it's corresponding transformation matrix. The same holds true for the texture coordinate transformation matrix if you supply one.

neneboricua

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