@# Quotes DB     useful, funny, interesting





Google
 
Web www.quotesdb.info
Undernet  |  EFnet  |  Quakenet  |  Freenode  |  Dalnet  |  Ircnet  |  Galaxynet


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


Name:

Comments:

Please enter the result of the sum 63 + 46 (to avoid spam):






Return to #directx
or
Go to some related logs:

renihs livecd vserver
#nhl
#gentoo
mirc heximal conversion
#beginner
#freebsd
#solaris
#hardware
#sex
The file 'asms' on Windows XP home Edition Service Pack 2 CD is needed



Home  |  disclaimer  |  contact  |  submit quotes