Illuminator
May 19th, 2001, 06:53 PM
I have a Direct3d8 application running in a window. During the render scene i spin an object on its axis while having it rotate around another object. Whenever i move the form it pauses (which is ok) but when it resumes it looks like the rotation was only applied to some of the vertices then cut short. Thus the object alighment is messed up.
I am using the standard if peekmessage else render loop stuctures.
Is there a way to have a function not be interupted? Also what is the proper(standard) method to rotate/change vertices in a vertex buffer?
I am using the standard if peekmessage else render loop stuctures.
Is there a way to have a function not be interupted? Also what is the proper(standard) method to rotate/change vertices in a vertex buffer?