[MDX] Concatenate many mesh.cylinders together?
Because I don't know how to transform mesh and I can't find my answer anywhere, now i just want to know How to make a big mesh from many mesh.. I mean..
I create many cylinders one besides other and the final result is a big strange cylinder... I want this big cylinder to be only 1 big mesh... removing every faces in the cylinder. Anyone know?
Thanks
[Edited by - Grattier on January 10, 2006 4:55:04 PM]
D3DXConcatenateMeshes() is what you're after. Although, from looking at your post you might be using MDX, so you'll have to look up the equivalent.
If you are using MDX, then I'd like to remind you of the forum guidelines:
hth
Jack
If you are using MDX, then I'd like to remind you of the forum guidelines:
Quote:If you're using Managed DirectX, stick MDX somewhere in the title
A lot of people don't use MDX, you'll save them some time by showing that you're using MDX upfront.
hth
Jack
Ok sorry... I'm noob to DirectX and i don't know what's the difference between Managed and not ...
I just found that: http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_m_dec_2004/directx/ref/ns/microsoft.directx.direct3d/c/prtengine/m/concatenatemeshes.asp PrtEngine.ConcatenateMeshes
I think that I'll try this... if you have any other tips for me, everything is welcome!
Thanks a+
I think that I'll try this... if you have any other tips for me, everything is welcome!
Thanks a+
Is this somehow related to the 'wood log rendering' question you posted earlier? Because if it is, I don't know if you should be putting all the cylinders into one big mesh... At least I cannot tell why you would want to do this :) Could you tell us what you're trying to accomplish?
Also, the method on the PrtEngine might do what you want, but it's part of the Precomputed Radiance Transfer system of the SDK (check out the samplebrowser for more info). So it may not be wise to use it out of context, as it may have some undocumented behaviour specific to PRT. On the other hand, I can't find an alternative in the SDK and if it works for you, use it by all means :)
Managed DirectX is the library that allows you to work with DirectX from C#, VB.NET or any other .NET language. Basically when you're programming in C#, you're most likely using Managed DirectX (MDX for short). If you're coding in C++, you're probably using normal (unmanaged) DirectX.
Also, the method on the PrtEngine might do what you want, but it's part of the Precomputed Radiance Transfer system of the SDK (check out the samplebrowser for more info). So it may not be wise to use it out of context, as it may have some undocumented behaviour specific to PRT. On the other hand, I can't find an alternative in the SDK and if it works for you, use it by all means :)
Quote:Ok sorry... I'm noob to DirectX and i don't know what's the difference between Managed and not ...
Managed DirectX is the library that allows you to work with DirectX from C#, VB.NET or any other .NET language. Basically when you're programming in C#, you're most likely using Managed DirectX (MDX for short). If you're coding in C++, you're probably using normal (unmanaged) DirectX.
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