How to effectively retrieve vertices from .x meshes?

Started by
9 comments, last by Buckeye 14 years, 8 months ago
@Steve_Segreto
Quote:if .. you compute a bounding box for it, it really isn't an axis-aligned bounding box (AABB)

Not sure why you say that. It depends on how the calc is done.
Quote:Not sure how those D3DXCompute functions are implemented internally.
If D3DXComputeBoundingxxx is used with the transformed vertices, it's still an AABB (see docs for D3DXComputeBoundingxxx) for the those vertices. Those functions are passed pointers to vertex buffers and they haven't a clue whether the vertices have been rotated or not.

Please don't PM me with questions. Post them in the forums for everyone's benefit, and I can embarrass myself publicly.

You don't forget how to play when you grow old; you grow old when you forget how to play.

This topic is closed to new replies.

Advertisement