[Moving from OGL to DX] Instancing, interpolation and subsets
- From: "Andrea B. Previtera" <andreap@xxxxxxxxxxxx>
- Date: Fri, 31 Oct 2008 02:08:30 -0700 (PDT)
Greetings (and forgive my broken english),
this is my first post here since I am back to coding-as-an-hobby
after a
3 years pause.. and you all know how many things can change in just 3
years
;) So I am trying to port a whole (huge) OpenGL based game I wrote
years ago
to DirectX, and of course I am totally new to the Microsoft API. I am
moving
my first steps into the DX9 architecture and I have a first few
questions I
hope you can answer for me.
1)HW Instancing and D3DMesh
So I've learned how to load a D3D Mesh from a .X file and render it
by
cycling its subsets. I've also learned (more or less) about
instancing. Now,
I am puzzled about how to combine the two things. Basically the
question is:
"I must render, let's say, a tree model loaded from a X file (2
subsets,
foliage and trunk) and I want to put it onscreen thousands times with
different textures and of course transformation matrices. How do I do
this
with instancing?"
2)Frame interpolation
I am still a bit puzzled about multiple frames in X files and how to
deal
with them. I don't even know if the X format allows for skeletons and
in
that case, if they're easy to use. In case I want to load a multiple
frames
X file, is there an HW accelerated way to interpolate two frames
(oldschool
technique I know) and render the interpolated output?
3)Defining subsets etc
Question coming from my 3d artist friend: can you suggest an editor/
3ds max
plugin that allows to export to X being able to split the mesh into
subsets,
export animation etc.?
That's all... for now ;) Thanks for the help. As soon as I fix a
certain
website a bit, I'll show what I am (re)working on.
- a.
.
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