vertex coordinates

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2 comments, last by Goran Milovanovic 11 years, 6 months ago
Hi all,
currently i use 3ds max to create my geometry , cameras ,lights...
Then i export to collada and create my own format (no change to coordinate system)
Then i load into dx. Because camera is imported from 3ds max i see models properly rendered.
I needed to change face clipping to front. So far do good and working as expected.

But rendered objects are mirrored in x axis (DX) so i need to do pos.x = -pos.x in vertex shader after applying
projection matrix.

Do you know why ?
How can i fix it ?

(i need to keep 3ds max coordinates because of physx plugin)
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Hi all,
currently i use 3ds max to create my geometry , cameras ,lights...
Then i export to collada and create my own format (no change to coordinate system)
Then i load into dx. Because camera is imported from 3ds max i see models properly rendered.
I needed to change face clipping to front. So far do good and working as expected.

But rendered objects are mirrored in x axis (DX) so i need to do pos.x = -pos.x in vertex shader after applying
projection matrix.

Do you know why ?
How can i fix it ?

(i need to keep 3ds max coordinates because of physx plugin)


In your code, what is the up axis? In Max it is Z-up, so if you have implemented y-up, everything will be rotated 90 degrees.
my up vector is 0.0f,0.0f,1.0f so it should be corect
You should have a matrix that describes a rotation of pi/2 around the X axis, and apply that to every exported mesh.

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