Re: Positioning a mesh???
- From: "Kevin Spencer" <kevin@xxxxxxxxxxxxxxxxxxxxxxxxxx>
- Date: Mon, 12 Sep 2005 06:21:38 -0400
> Though I appreciate the reputation, "greatest" is a little more than I
> deserve.
"One of the" greatest, dude! That is, in the context of people who help
others with issues they have. Unfortunately, there aren't a whole lot of
them out there. Most of the experts don't seem to have the time or
inclination to share what they know.
--
Kevin Spencer
Microsoft MVP
..Net Developer
Neither a follower nor a lender be.
"Zman" <zman@xxxxxxxxxxxxxx> wrote in message
news:ehOhALxtFHA.2568@xxxxxxxxxxxxxxxxxxxxxxx
> You are right. Its something I just happened to have never used but had a
> vague recollection of reading about it. I know I should have just looked
> in the documents to confirm it but I was feeling lazy yesterday :-) So I
> left my declaration as vague as possible rather than be wrong.
>
> Though I appreciate the reputation, "greatest" is a little more than I
> deserve.
>
> --
> Zman (mailto:zman@xxxxxxxxxxxxxx)
> http://www.thezbuffer.com
> News and Resources for Managed DirectX
>
>
> "Kevin Spencer" <kevin@xxxxxxxxxxxxxxxxxxxxxxxxxx> wrote in message
> news:eAa5GXstFHA.908@xxxxxxxxxxxxxxxxxxxxxxx
>>> Also .x files are generally ASCII (not sure if there is a binary format)
>>
>> I'm shocked, Zman! I have always thought of you as being one of the
>> greatest experts on Direct3D, and often use your web site as a reference
>> point. It surprises me to find out that you are "not sure if there is a
>> binary format." Of course, none of us knows everything about the
>> technologies we use (it is more helpful to know how to find out). Still,
>> I'm puzzled. Yes, there definitely IS a binary format.
>>
>> --
>> HTH,
>>
>> Kevin Spencer
>> Microsoft MVP
>> .Net Developer
>> Neither a follower nor a lender be.
>>
>> "Zman" <zman@xxxxxxxxxxxxxx> wrote in message
>> news:e2GULwktFHA.3452@xxxxxxxxxxxxxxxxxxxxxxx
>>> Its in the Geometry class and its .ComputeBoundingSphere()
>>>
>>> Generally separate .x files is best, however I suspect there comes a
>>> point where opening lots of files would get expensive and it would be
>>> better to somehow pack them into a single file. You would have to
>>> experiment to see where that point is. Also .x files are generally ASCII
>>> (not sure if there is a binary format) so there is some overhead there
>>> too in the reading and parsing. So abstract the loading, do it with
>>> separate .x files now and if it gets too slow you can rewrite the loader
>>> later.
>>>
>>>
>>> --
>>> Zman (mailto:zman@xxxxxxxxxxxxxx)
>>> http://www.thezbuffer.com
>>> News and Resources for Managed DirectX
>>>
>>>
>>> "Daniel" <DanielV@xxxxxxxxxxxxxxxx> wrote in message
>>> news:Opd3%23nktFHA.256@xxxxxxxxxxxxxxxxxxxxxxx
>>>> Thanks for that i made sure my initial model was at 0,0,0 and it
>>>> worked.
>>>>
>>>> How do i use GetBoundingSphere though? I couldnt find that method
>>>> anywhere in the mesh class?
>>>>
>>>> Also if i was to make up a scene is it best to make all my models in
>>>> separate x files i presume? Then load them as and when they are needed?
>>>>
>>>> "Zman" <zman@xxxxxxxxxxxxxx> wrote in message
>>>> news:%233StX0jtFHA.2064@xxxxxxxxxxxxxxxxxxxxxxx
>>>>> Open up the .x file with an editor - you can see the coordinates that
>>>>> MAX has created.
>>>>>
>>>>> Or call the GetBoundingSphere method - it will return a center point
>>>>> of a sphere which surrounds your entire object,
>>>>>
>>>>> If you draw the Max model around the origin then directx will draw it
>>>>> around the origin. Most modeles are generally drawn with their center
>>>>> at 0,0,0 as that helps you canlculate the offsets
>>>>>
>>>>> --
>>>>> Zman (mailto:zman@xxxxxxxxxxxxxx)
>>>>> http://www.thezbuffer.com
>>>>> News and Resources for Managed DirectX
>>>>>
>>>>>
>>>>> "Daniel" <DanielV@xxxxxxxxxxxxxxxx> wrote in message
>>>>> news:%23MQkuFjtFHA.1472@xxxxxxxxxxxxxxxxxxxxxxx
>>>>>> This soudns simple but for some reason i cannot do it.
>>>>>>
>>>>>> I made a model in 3D max and saved it as an x file, all fine. Then i
>>>>>> load it in and draw it using the code at the bottom of this post. My
>>>>>> problem is that my position i give it is actually offsetting it from
>>>>>> its original position that it is loaded into the scene. If i remove
>>>>>> my Translation it will draw the mesh in the scene but i have no idea
>>>>>> what the x, y, z value is of it?
>>>>>>
>>>>>> So how do you find the position attributes of a mesh after loading it
>>>>>> and how does directX know where to put it???
>>>>>> public void DrawModel(Vector3 v3Position)
>>>>>>
>>>>>> {
>>>>>>
>>>>>> _renderer.Device.Transform.World = Matrix.Translation(v3Position);
>>>>>>
>>>>>> for(int i = 0;i < materials.Length; i++)
>>>>>>
>>>>>> {
>>>>>>
>>>>>> _renderer.Device.Material = materials[i];
>>>>>>
>>>>>> _renderer.Device.SetTexture(0, textures[i]);
>>>>>>
>>>>>> mesh.DrawSubset(i);
>>>>>>
>>>>>> }
>>>>>>
>>>>>> }
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>
>>>
>>
>>
>
>
.
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