• Advertisement
Sign in to follow this  

Complex surface in DirectX

This topic is 2626 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

Hi everyone

I'm making a 3D engine and representing technology is DirectX. The mathematical problems are resolved, i can calculate the points in the area of all the surfaces integrated in this engine. But i have a problem generating of complex surfaces in DirectX. For example:

I have a cylinder. With the bottom and top circle points of the cilinder i can create TRIANGLESTRIP primitives in DirectX. But when this cylinder is truncated from another surface - another cylinder perpendicular of the first one i have to make a hole in the first.

How can I represent this hole? With just TRIANGLESTRIP elements this seems to be impossible, because I can't interrupt triangles in a vertex buffer.

Regards
f1engineer

Share this post


Link to post
Share on other sites
Advertisement
If you're using an indexed vertex buffer, one possibility is to determine which faces not to draw by face index number and draw only the faces not intersected with several calls to DrawIndexedPrimitive.

Share this post


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

  • Advertisement