Jump to content

View more

Image of the Day

Inventory ! Va falloir trouver une autre couleur pour le cadre D: #AzTroScreenshot #screenshotsaturday https://t.co/PvxhGL7cOH
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

3DS max sdk: exporting normals for mirrored meshes using IGame interface

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
No replies to this topic

#1 ftothed   Members   

100
Like
0Likes
Like

Posted 02 February 2012 - 12:15 AM

Hi,

Does anyone have a solution to exporting normals of mirrored meshes when using the IGame interface (3ds max sdk)?

currently I'm just calling:

FaceVert.normal = gm->GetNormal(face->norm[iVertex], false) * m_WorldToLocal;

And for most objects, that's fine, but any meshes that have been mirrored by the artist always have them flipped. After looking through the API online, I don't see a way to tell IGame which part of the stack to use for exporting data, or even if there is a way to get an attribute that tells me that the mesh has been mirrored, in which case I could just flip the normals myself.

Hopefully I've missed something and there is a way to do this. Alternatively, I could just re generate the normals myself, but I'd like to avoid that if I can get the correct normals out of the IGame interface.

Thanks!




Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.