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Comments:

<0> Ello
<1> HELLO!
<0> I'm trying to set the attribute buffer in an ID3DXMESH, but the operation is failing.
<0> I'm not really sure why.
<1> Answer his question now!
<0> lol
<0> Yeah, if I try to set more then one attribute group it bombs with D3DERR_INVALIDCALL



<0> Hmm... interresting.
<2> what's the attribute you are trying to set?
<0> Just the ranges
<2> it probably told you that you can't resize or something?
<0> Once sec
<0> http://rafb.net/paste/results/JE1grA80.html
<2> oh
<2> weird
<0> Yeah :\
<0> I'm not entirely sure what it's on about. No error codes to follow.
<3> anyone awake and can answer a noob question? :)
<3> with direct3d, if i have a large vertexbuffer with terrain, and need to render it with multiple textures (tiles), how should i do to be able to switch texture?
<3> or should i collect all textures in a large texture and use u and v values?
<3> or create a indexbuffer for each texture , and render the ib, switch, render and so fourth
<4> Hey. How do I convert from Direct3D to OpenGL coordinates?
<5> luggo depends what you're trying to accomplish
<5> luggo: its common to make 4 texture p***es with transparency layers on each one
<5> chunk: invert y i believe
<3> slade: hm, a standard "tiled map" editor, im having trouble guessing out how i should organize my vertexes to be able to switch the texture
<5> unlimited number of textures?
<5> err tile types?
<3> nah, a resonably small quantity
<5> small being?
<5> also, do you hope to do any blending
<3> well, around 5 types of tiles, but then i need a lot of other textures to be able to get all 8 directions and so
<5> so you're talking like 5 X 8 ?
<3> or maybe its better to blend different terrains insted of using different textures for each direction?
<5> well thats your call. if you hand create you need to use an atlas (put all the textures on the same file, adjust the tex coords)



<3> is there any performance penalty on large textures? a kinda maximum?
<5> not sure what you mean, the texture has to be loaded into texture memory
<5> what size are you thinking this textures going to be?
<5> are these tiles going to be 64x64 or 256x256? :P
<3> around 64*64 or even 32*32 so quite small
<5> ok so 7 * 65 = 455 so you can put 49 textures with a pixel space between them all on a 512x512 texture without issue
<5> 64x64 if you dont to line them up against each other. that could be bad tho
<5> err if you want to line them up
<3> and draw them all at once, roger
<5> 512x512 isnt that large of a texture
<5> the blending method is a bit more complicated
<3> hmm, yes.. how do i blend individual traingles/quads later on? everything is in the same vb
<3> use a indexbuffer and collect all quads with the same blending? and do so for every blending?
<3> vertexbuffers really gets me lost.. thansk for your time and help slade
<3> ill start using u and v values for now
<6> well with blending you can still do it all in one p*** with multiple texture coords
<6> huzzah
<3> then i would need 2u:s and 2v:s for every vertex, right?
<2> yes
<3> ah, that was a good tip
<2> the problem is the blending
<2> :]
<2> you need an alpha value from somewhere
<2> and it needs to pertain only to that triangle
<3> oh :/
<2> you can rig it off the vertex color, I believe
<2> and then it will blend between the ones on the vertices
<3> starting to be a little to complicated for med:)
<3> me..
<3> using a 3rd u/v value for each vertex as the alpha map is impossible?
<2> it's possible
<3> oh, im gonna give it a try then
<3> thanks for the help guys
<2> suresure


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