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Apr 27th, 2005, 07:51 PM
#1
Getting Transformed Vertices In DirectX8
Using DirectX8, after creating a polygonal object, and transforming it's world coordinates and camera coordinates, how do I obtain the results of the vertices after all of that?
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Apr 27th, 2005, 09:15 PM
#2
Re: Getting Transformed Vertices In DirectX8
Do I use D3DDevice.GetTransform or D3DXVec3TransformCoord or something else?
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Apr 27th, 2005, 11:37 PM
#3
Re: Getting Transformed Vertices In DirectX8
NotMe should be around in a week or so. I think he was up on DX.
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Apr 28th, 2005, 08:39 AM
#4
Re: Getting Transformed Vertices In DirectX8
I found this though
Transformed Vertex = Model Vertex * World Matrix * Camera Matrix
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Apr 29th, 2005, 12:58 AM
#5
Hyperactive Member
Re: Getting Transformed Vertices In DirectX8
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Apr 29th, 2005, 11:21 AM
#6
Re: Getting Transformed Vertices In DirectX8
No that I think converts World coordinates to Screen coordinates.
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Apr 29th, 2005, 01:47 PM
#7
Banned
Re: Getting Transformed Vertices In DirectX8
When I use D3DXVec3Unproject though, I'm getting Division by zero errors for some unknown reason, even though there is no division and no zeros.
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May 8th, 2005, 05:24 PM
#8
Re: Getting Transformed Vertices In DirectX8
*bump* maybe NoteMe might know
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May 8th, 2005, 07:44 PM
#9
Re: Getting Transformed Vertices In DirectX8
This one dude has code for object selection using the stencil buffer, which he claims is pixel perfect. Unfortunately I can't find where to download his example. All I see is code to do an object selection lasso
http://gpwiki.org/index.php/Object_selection_lasso
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