Jump to content
  • Advertisement
Sign in to follow this  
giugio

mesh submesh e dx10

This topic is 3311 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hy. I'm try to adapt a collada importer for dx9 in dx10. My first problem is the submeshes : my importer load all the group of the mesh with different material in submeshes with the use of attribute table, but i'm not understand how do with directx 10. with directx9 i use device->drawsubset(n) , but in dx10 is a little more complicated ,what is the best approach for do this? in particular , i have these attributes: vector<Vertex> m_VertexBuffer; vector<int> m_IndexBuffer; vector<NORMAL*> vNormals; vector<TEXCOORD*>vUV; vector<TANGENT*>vTangent; vector<BINORMAL*>vBinormal; How i locate ?in the mesh or in the submesh? and .. if i have a lot of meshes is correct to switch runtime the vertexbuffer,color indexbuffer and resources of the shader and then draw? or there is a method more fast? Thanks. [Edited by - giugio on May 1, 2009 4:23:26 PM]

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!