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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?

parksie
May 20th, 2001, 04:26 AM
Why not use a timer?

Illuminator
May 20th, 2001, 06:45 PM
I already am using the performance counter.

Illuminator
May 20th, 2001, 07:45 PM
Ok I have the roations stuff down using a wolrd matrix rotation for each object. I now want to know how to create a ScalingRotation quaternion given a set of scaling data for an object. I'm looking around at other sites, but if you know, an answer would be much appreciated.

Illuminator
May 20th, 2001, 07:56 PM
ok I got it figured out, I just forgot to set the quaternion to
(0, 0, 0, 0) instead of having it default to the identity matrix in my D3DXMatrixTransformation call.