Curved Face from Q3
I have made a small viewer for Q3BSP map but i have some problem for the patchs.
Does I wrote my own routines for drawing it (generating some new vertex) or can I use some DrawTriPatch or DrawRectPatch from DirectX 8?
I've scearch on the web about these fonction but I find nothing.
Why English rules?? C pas très malin tout ça!
Edited by - jesterlecodeur on June 7, 2001 11:10:14 AM
You read the artical here on implemention curved geometry?
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I wrote the best video game ever, then I woke up...
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I wrote the best video game ever, then I woke up...
Yes I read two of them on gamasutra. And I check all this forum, but there is no DX8 implementation.
I think DX8 can improve the speed in dealing with drivers.
But I can''t find info on the 2 related fonction and how they work.
IDirect3DDevice8::DrawRectPatch
and
IDirect3DDevice8::DrawTriPatch
A schearch on the web give me only the DX8 SDK urls (no real explanation) and a white paper from nVidia. But it does just say that high order primitive are accelerated by a GeForce 3. No code or explanation on functions.
Why English rules?? C pas très malin tout ça!
I think DX8 can improve the speed in dealing with drivers.
But I can''t find info on the 2 related fonction and how they work.
IDirect3DDevice8::DrawRectPatch
and
IDirect3DDevice8::DrawTriPatch
A schearch on the web give me only the DX8 SDK urls (no real explanation) and a white paper from nVidia. But it does just say that high order primitive are accelerated by a GeForce 3. No code or explanation on functions.
Why English rules?? C pas très malin tout ça!
I know, this might not exactly be what you want, but the way Quake 3 does these things is the following:
When they load the map, they already tesselate the curved surfaces. This means, that they get a grid of vertices for every curved surface patch. At runtime, they do simplification by dropping rows/columns of this patch ... it''s really simple.
If you don''t have a GF3, then the DX8 curved surfaces won''t be of great help. It is not very hard to do the math yourself, as the gamasutra articles have probably demonstrated.
- Mk42
When they load the map, they already tesselate the curved surfaces. This means, that they get a grid of vertices for every curved surface patch. At runtime, they do simplification by dropping rows/columns of this patch ... it''s really simple.
If you don''t have a GF3, then the DX8 curved surfaces won''t be of great help. It is not very hard to do the math yourself, as the gamasutra articles have probably demonstrated.
- Mk42
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