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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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