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Medo Mex

Placing Billboard

5 posts in this topic

I'm trying to place a bullet hole billboard, unfortunately I can't get it to work correctly, so I need help to correct my code.


LPD3DXMESH mesh = GetMesh();
D3DXVECTOR3 *vertices;
mesh->LockVertexBuffer(D3DLOCK_READONLY, (void **)&vertices);
for(int j = 0; j < mesh->GetNumFaces(); j++)
      v1 = vertices[j];
      v2 = vertices[j+1];
      v3 = vertices[j+2];
      if (D3DXIntersectTri(&v1, &v2, &v3, &rayOrigin, &rayDirection, NULL, NULL, NULL))

// Calculate the bullet billboard quad position
D3DXVECTOR3 p = GetHitPoint()
D3DXVECTOR3 A = v2 - v1;
D3DXVECTOR3 B = v3 - v1;
D3DXVec3Cross(&N, &A, &B);
D3DXVec3Normalize(&N, &N);

D3DXVec3Normalize(&up, &(p - v1));
D3DXVECTOR3 right;
D3DXVec3Cross(&right, &up, &N);

float scale = 2.0f;
D3DXVECTOR3 Q1 = p + up * scale;
D3DXVECTOR3 Q2 = p - up * scale;
D3DXVECTOR3 Q3 = p + right * scale;
D3DXVECTOR3 Q4 = p - right * scale;

AddBillboard("bullet.png", Q1, Q2, Q3, Q4);

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Anyone even know if what I'm doing is correct or not? If there is any sample out there for placing bullet billboard in DirectX 9 that would be great.


Any help would be appreciated.


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where did you hear about using billboards for bullet holes? Is this a common method?


What if the ray does not hit the mesh, you will end up with the last three vertices as the result. You need to add a defualt result to your loop.


What does GetHitPoint() do? Do you plan on passing it parameters or do you use some globals?


Why do you unlock the index buffer if you dont use it?


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@Tispe: I use Bullet raycasting to get the hit point, I don't have any problem with shooting, the only thing that I'm trying to do in the above code is to place a bullet hole billboard.


Bullet raycasting tell me which mesh was hit so I can use it to get the intersected triangle.


GetHitPoint() = Get the point that was hit by bullet physics raycasting.

GetMesh() = Get the mesh that was hit by bullet physics raycasting.


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GetHitPoint() does not exists, I just wrote it to make it clear on what I'm doing. 


You can consider the code as the following:

D3DXVECTOR3 p = GetHitPoint() // Bullet physics raycasting hit point (where the bullet hit)

D3DXIntersectTri() is used to get the intersected triangle on the mesh.


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