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About xujiezhige

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  1. Paste a new picture to mesh

    [quote name='kauna' timestamp='1334922575' post='4933150'] Hi, You may draw your decals in a separate pass using alpha blending. Drawing the decals in the same time as the base texture sounds overly complicated. Technically drawing a decal isn't that difficult. It involves a little bit of matrix and vector math. I won't go into the math details since that isn't my field of expertise. Roughly, however, you'll need a matrix which defines x and y rotation and scale of decal and a position of course. With matrix vector multiplication using this decal matrix and all vertex positions of your model you'll be able to calculate the texture coordinates for each vertex in your scene. Redrawing the model using these texture coordinates and the decal texture allows you to project any texture on the model. Remember to set the texture address mode to clamp and blending mode to alpha blending (for example). Obvious optimization is to not draw the faces which are totally outside of the decal area. Also, the projected texture coordinates may be calculated in a vertex shader. Best regards! [/quote] Thank you, kauna.As you say, I have to recalculate the texture coordinates for the model, such as the wall. Is it right?By the way, do you have some simple sample or demo for me to learn? You know i can't work it out just with your reply. Thank you.
  2. Paste a new picture to mesh

    [quote name='Ashaman73' timestamp='1334829304' post='4932750'] You should look up [i]decals [/i]or [i]projected textures[/i]. There're many ways to do it and it depends on the engine you use. [/quote] I just want to implement it by only using DirectX. Any more information for me? Is it that I have to find the the correct texture coordinates where the user-defined picture should resides in the corresponding texture, and then modulate the two texture to final texture for the mesh?
  3. Hi, guys! I want to make the effect, just like pasting a user-defined picture to the wall or any other place in counter strike 1.5. How could do this?
  4. Real-time collision

    I will try it.
  5. Real-time collision

    I am busy in building the scene and other simple effect, so i have almost forget this[img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] . My meaning is that, supposing, i get a stair model, through it the character can walk up to another floor. So how can i do the collision between stair and character? Is it that I get all triangles from the stair model and then use each of them to do collision[img]http://public.gamedev.net//public/style_emoticons/default/ph34r.png[/img] ?
  6. Real-time collision

    I want to implement it all by myself. So i think i need to get some information from some open source. Any advice for the learning?
  7. Hi, guys! I export building mesh using Panda DirectX, and the building mesh is right. But i export a wall plane with it, the wall shows a wrong orientation. Do you have any advice? I have set the plug with lefthand. I use 3ds max 2010.
  8. Real-time collision

    Thank you, [url="http://www.gamedev.net/user/181063-bacterius/"][color="#284b72"]Bacterius[/color][/url] and [url="http://www.gamedev.net/user/35551-krohm/"][color="#284b72"]Krohm[/color][/url]. So, what i need to do is getting all triangles from all meshes in the scene, and test collision between the character and the triangles, is it right? Is there any simple sample for me to learn it ?
  9. HI, guys! I have model a scene like the map-"assault" in counter-strike 1.5. Now, i need to do collision test, but it seems very difficult because of the complexity of the scene. How could I do a real-time collision in the demo? Do i have to turn to game engine? or, do you have any advice for me?
  10. Hi, guys! I want to make a simple demo like Counter-Strike. But i need models like terrian and roles in the game. How could i get them? And do you have any suggest of developping the demo?
  11. Greeting, guys! I want to finish a small-scale FPS game. So i want to know what cull algorithm can i use? Additionaly, can you share your experiences with me ?
  12. I think there may be something wrong at other places. Additionally,I find D3DFVF_SPECULAR is DWORD, but i haven' never used.
  13. How about using float in the struct and then cast to int in shader if you don't care the speed hit?
  14. Yes, the mesh is loaded from x file. Why doesn't the mesh loaded from x file need to SetVertexDeclaration? Does the ID3DXMesh interface contain the vertex declaration stored in x file and set it in DrawSubset()?