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Comments:
<0> Has anyone here used the Managed DirectX Mesh.Clone() method to add space to a mesh for UVs? <1> :O
<1> newp <0> Does anyone know if the order of items in the VertexElement[] definition matter when calling Mesh.Clone() in MDX? I need to add an item to the VertexElement[] array because I call Clone(), but I'm not sure if existing vertex buffer data will map correctly to the new VertexElement[] definition if I add an item to it. Can anyone help? <1> it will work out <0> before I call Clone() ... not "because" <0> Have you done it? <1> yes <1> have you? <1> why not try doing stuff before asking?
<1> if you RTFM it will tell you this <0> oh really? where does it indicate that the order doesn't matter then? I have done a lot of reading before coming here believe me <0> and if you don't have anything helpful to say, feel free to stay silent... thx <0> wow Mr. Operator is all pissy <1> well if you're going to be that way about it <2> I have 64x64 pixel textures. Each texture is made up of an image that is 60x60 and the right and bottom edges have an alpha value of 0 to make them appear as though they are 60x60 pixel. I try specifying an alpha value of 50% for the vertices and when I do this it appears as though the places in my texture where the alpha is 0 are now set to 50%. Any suggestions as how to fix this so that specifying an alpha value for a vertex does not ove <2> ah it was my texture stage state
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