Rollin' the bones...
Hi all,
I''m looking for someone who''s got some code done on flexible vertex formats.
What I essentially want is a D3DTLVERTEX with more than one set of texture coordinates hooked to it.
Does anyone have a scrap of code that they could send me? I''m using execute buffers, and my code is something like this:
LPD3DLVERTEX->dcX=xpos;
LPD3DLVERTEX->dcY=ypos;
LPD3DLVERTEX->dcZ=zpos;
LPD3DLVERTEX->dcColor=whatevercolor;
LPD3DLVERTEX->dcSpecular=whatever;
LPD3DLVERTEX->dvTU=textureucoord;
LPD3DLVERTEX->dvTV=texturevcoord;
Then I reference it with a triangle call something like this:
LPTRIANGLE->wV1=thevertexabove;
LPTRIANGLE->wV2=someothervertex;
LPTRIANGLE->wV3=yetathirdvertex;
How can I set that first part to dump up to 8 uv coords into the TU/TV area, and how can I reference a particular texture coordinate when I dump the triangle?
Assistance! Assistance!
-- Goodlife-----------------------------Those whom the gods would destroy, they first drive mad.--DirectX design team official motto
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