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D3DXMESH and Directx10

Last post 08-27-2008 10:10 PM by Christopher Pisz. 3 replies.
  • 08-26-2008 10:48 PM

    D3DXMESH and Directx10

    I was about to transistion from a custom simple 3d object to using meshes. So I look through the tutorial and samples for meshes in DX10. It appears that they do not even use D3DXMESH anymore, but rather thier own undecypherable SDK_MESH object instead. Does this mean we are encouraged to stop using D3DXMESH and create our own Mesh data structure?

    I don't mind doing it, I would even like to, but where do I start on the intersection testing that I would be missing?

    I'd really like to get back the subset or even the face of the mesh that a vector intersects with.

    I fear my algorithm would be really poor. All I can think of is to start with a surface that outlines all the faces of each subset, determine which subset if any was intersected, and then iterate through all the faces of that subset to determine which face.

    That assumes I can figure out how to get one surface, comprised of outside edges, from a set of faces.

    That also assumes I can figure out how to test an intersection of a ray and a surface.
  • 08-27-2008 5:41 PM In reply to

    Re: D3DXMESH and Directx10

    If you need a full blown and working scene graph, you can try either OpenSceneGraph or NVIDIA scene graph. However you will have to create your own D3D10-based renderer. Both has huge code bases. The NVIDIA scene graph comes with a compiled html help file, while OpenSceneGraph uses doxygen-generated docs.
  • 08-27-2008 7:12 PM In reply to

    Re: D3DXMESH and Directx10

    Both NVSG and OSG are pretty heavily into the OpenGL way of doing things. If you want a scene graph that works well with D3D10, I would suggest writing a D3D10 back-end for Ogre3D, or another similar hardware-agnostic 3D graphics engine. (Maybe there is already a D3D10 backend for Ogre by now -- I haven't been keeping up)
    Jon Watte, Direct3D MVP kW X-port 3ds Max .X exporter kW Animation source code
  • 08-27-2008 10:10 PM In reply to

    Re: D3DXMESH and Directx10

    jwatte:
    Both NVSG and OSG are pretty heavily into the OpenGL way of doing things. If you want a scene graph that works well with D3D10, I would suggest writing a D3D10 back-end for Ogre3D, or another similar hardware-agnostic 3D graphics engine. (Maybe there is already a D3D10 backend for Ogre by now -- I haven't been keeping up)

    I pretty much want to keep everything in my own code and not depend on anything else with the possibilty of making the code commercial one day, so no Ogre. I'll look into the nvidia sdk and see if they have anything to offer. I don't mind rolling my own mesh though, it would probably be better off that way.

     

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