Sign in to follow this  
franksmule

D3DXComputeBoundingBox min and max the same

Recommended Posts

I'm using physx and am trying to send it a bounding box for it to use. I want to move feeding physx KDOP collosions models laters. For one mesh the D3DXComputeBoundingBox works fine but on the second slightly more complicated mesh, the min and max values are exactly the same.. Any ideas why this would happen? Or any advice on how to build KDOP stuff for physx? Also I have tried to convert the mesh to use physx to create a model itself but It crashes if the model is too complex.

Share this post


Link to post
Share on other sites
Yeah, most probably the first and the second mesh vertex formats are different. The first one lock()'s ok, but not the second, probably due to different size of the vertex. The position should be first, so it's only the size that matters in that case I think.
Check yor locks. You could compare for example the sizeof(vertex) you use to lock and the mesh->GetNumBytesPerVertex();

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