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Migi0027

DX11 Plane generation issue...

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Migi0027    4630
Hi, im Miguel Petersen, and im currently having a problem with generating planes... I know that i did a stupid mistake, but unfortunately, i can't find it[img]http://public.gamedev.net//public/style_emoticons/default/dry.png[/img]

So, i would like to ask you for some help:

[CODE]
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
struct PLANE {FLOAT X, Y, Z; D3DXVECTOR3 Normal; FLOAT U, V;};
class PlaneStruct
{
public:PLANE PlaneVertices[3];
public:DWORD PlaneIndices[5];
void CreatePlane(float size)
{
PLANE PlaneObject;
PlaneObject.X = 1.0f * size;
PlaneObject.Y = 0.0f;
PlaneObject.Z = 1.0f * size;
PlaneObject.Normal = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
PlaneObject.U = 0.0f;
PlaneObject.V = 0.0f;
PLANE PlaneObject1;
PlaneObject.X = -1.0f * size;
PlaneObject.Y = 0.0f;
PlaneObject.Z = 1.0f * size;
PlaneObject.Normal = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
PlaneObject.U = 0.0f;
PlaneObject.V = 1.0f;
PLANE PlaneObject2;
PlaneObject.X = -1.0f * size;
PlaneObject.Y = 0.0f;
PlaneObject.Z = -1.0f * size;
PlaneObject.Normal = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
PlaneObject.U = 1.0f;
PlaneObject.V = 0.0f;
PLANE PlaneObject3;
PlaneObject.X = 1.0f * size;
PlaneObject.Y = 0.0f;
PlaneObject.Z = -1.0f * size;
PlaneObject.Normal = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
PlaneObject.U = 1.0f;
PlaneObject.V = 1.0f;

PlaneVertices[0] = PlaneObject;
PlaneVertices[1] = PlaneObject1;
PlaneVertices[2] = PlaneObject2;
PlaneVertices[3] = PlaneObject3;
PlaneIndices[0] = 0;
PlaneIndices[1] = 2;
PlaneIndices[2] = 1;
PlaneIndices[3] = 0;
PlaneIndices[4] = 3;
PlaneIndices[5] = 2;
}
};
[/CODE]

Best Regards
Miguel Petersen Edited by Migi0027

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Anand Baumunk    699
You are messing up pretty badly with the vertices/indices, a simple plane would simply look like this:
//4 vertices, 6 indices
[source lang="cpp"]
vertices[0].pos = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
vertices[1].pos = D3DXVECTOR3(10.0f, 0.0f, 0.0f);
vertices[2].pos = D3DXVECTOR3(0.0f, 0.0f, 10.0f);
vertices[3].pos = D3DXVECTOR3(10.0f, 0.0f, 10.0f);

vertices[0].normal = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
vertices[1].normal = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
vertices[2].normal = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
vertices[3].normal = D3DXVECTOR3(0.0f, 1.0f, 0.0f);


vertices[0].tex = D3DXVECTOR2(0.0f, 1.0f); // texcoords start left top corner!
vertices[1].tex = D3DXVECTOR2(1.0f, 1.0f);
vertices[2].tex = D3DXVECTOR2(0.0f, 0.0f);
vertices[3].tex = D3DXVECTOR2(1.0f, 0.0f);



indices[0] = 0;
indices[1] = 1;
indices[2] = 2;
indices[3] = 0;
indices[4] = 2;
indices[5] = 3;

[/source]


I hope that helps Edited by gnomgrol

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