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  • Re: vertex problem

    Ps. I have more than one vertex for each coord x,y,z because each vertex can have different normals or text coord for each coord , then i can have: Vertex 1: x:10 y:5 z:0 U:0,2 V 0,4 and Vertex 2: x:10 y:5 z:0 U:0,4 V 0,67 in this case i have created two or more vertex with each coord. Is correct or completely  wrong? and ...
    Posted to Direct3D 10 (Forum) by giugio on 8/2/2009
  • vertex problem

    Hy. I have to draw a triangle with a directx10 shader but a vertex appear hidden. I post this page: http://www.greenhousealberoni.it/error.html for more information , a file of pix with the debug and the list of vertex that are imported from a collada model. The vertexes are correct , i test they. I'm reset cull mode to ...
    Posted to Direct3D 10 (Forum) by giugio on 8/2/2009
  • directory structures and resources

    Hy. I'm still creating a little 3d engine with dx 10. I have for the resource and meshes a directory structure like this: -resource |           |-shader1 |           |         |- ...
    Posted to Direct3D 10 (Forum) by giugio on 7/14/2009
  • Re: drawing method dx10

    my problem is that now i created a mesh class inherited from a baseMesh class for each type of shader that i have with all the initialize of the shader and bind resources. The problem is that for each new shader i must create a new mesh class. Another problem is that if i have a hierarchy of mesh generic draw classes i can't implement ...
    Posted to Direct3D 10 (Forum) by giugio on 6/29/2009
  • drawing method dx10

    hy. i'm think on a solution for draw meshes and classes in dx10 and c++. My idea is to use a MVP(model view presenter pattern) and a class material. All is focused on a class that define "the material" , the material it'isnt like at dx9 , but is a class that define the method of drawing and the resources. this for ...
    Posted to Direct3D 10 (Forum) by giugio on 6/27/2009
  • frames and skin

    Hy. I'm still implementing a skinned mesh and i have my .collada file animation sapled at 30 fps. At what time i change the skeleton pose? i read some like :fps * sampletime *framerate ecc.....????? is possible , how? THanks.
    Posted to Direct3D 10 (Forum) by giugio on 6/23/2009
  • draw two meshes at the same point

    Hy. I have 2 meshes displaced in different position , how i translate they to the same point or near? Because i would view the first mesh next to the second ,under the camera . THanks.
    Posted to Direct3D (Forum) by giugio on 3/20/2009
  • draw texture mesh and material mesh

    i find this post: http://www.gamedev.net/community/forums/topic.asp?topic_id=208386 explain how visualize a material color with a ambient light. this: Device->SetRenderState( D3DRS_LIGHTING, true); Device->SetRenderState( D3DRS_AMBIENT, 0xffffffff ); Device->SetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL ...
    Posted to Direct3D (Forum) by giugio on 3/14/2009
  • Re: shaders and skinned animation

    [quote user="giugio"]How rapresent a "model" in directdraw and is possible to apply a shader transformation only to a "model" also in directx9?[/quote] excuse for my english. Is possible to apply shader vertex transform to a vertexbuffer and only to a vertexbuffer and not to a scene? I'm don't ...
    Posted to General (Forum) by giugio on 3/6/2009
  • Re: shaders and skinned animation

    very thanks HerrUppoHoppa. Is the same also in directx 9? I don't know really what is a "Model" How rapresent a "model" in directdraw and is possible to apply a shader transformation only to a "model" also in directx9? By.
    Posted to General (Forum) by giugio on 3/6/2009
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