Sign in to follow this  
ThunderSoul

Polygon-type renders in DirectX

Recommended Posts

Hello all... I mentioned yesterday that I just started with DirectX, and today is my 2nd day. :) Every tutorial I found used simple triangles to render polygons, so the question is, I'm looking for the technique on using quads and triangle strips, for example to render a sphere (quads preferably to easierly apply a texture and better looks in wire-frame mode). How would I go about doing so? How would I use DrawTrianglePatch and DrawRectangularPatch? Thank you...

Share this post


Link to post
Share on other sites
I recommend reading through the tutorials in the SDK. There is one that shows you how to render a texture cylinder.

Dave

Share this post


Link to post
Share on other sites
Direct3D and GPU's in general operate on the triangle level. My understanding of OpenGL's capability to render quad's is just an abstraction of two coplanar triangles - the GPU doesn't actually see the quad...

The patch functions you mention are access to the 'higher order surface' functionality in the API. You probably don't want to put too much emphasis on them as hardware support is very limited (although probably making a comeback with the G80/R600 generation). You can still manually tesselate via D3DX but you lose much of the advantage of using them in the first place.

hth
Jack

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this