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    Directx9 - Generate mesh from vertex and index buffer I've got a single vertex buffer and an index buffer for a cube in Directx9. I now want to generate a LPD3DXMESH object from them, so that I can manage mouse picking and other stuff with the cube model. How can I achieve this? Here's the code of my vertex and index buffers: CUSTOMVERTEX vertices[] = { { -3.0f, 3.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 0), }, { 3.0f, 3.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 0), }, { -3.0f, -3.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 0), }, { 3.0f, -3.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 0), }, { -3.0f, 3.0f, 3.0f, D3DCOLOR_XRGB(0, 0, 0), }, { 3.0f, 3.0f, 3.0f, D3DCOLOR_XRGB(0, 0, 0), }, { -3.0f, -3.0f, 3.0f, D3DCOLOR_XRGB(0, 0, 0), }, { 3.0f, -3.0f, 3.0f, D3DCOLOR_XRGB(0, 0, 0), }, }; d3ddev->CreateVertexBuffer(8 * sizeof(CUSTOMVERTEX), 0, CUSTOMFVF, D3DPOOL_MANAGED, &vertex_buffer, NULL); VOID* pVoid; vertex_buffer->Lock(0, 0, (void**)&pVoid, 0); memcpy(pVoid, vertices, sizeof(vertices)); vertex_buffer->Unlock(); short indices[] = { 0, 1, 2, 2, 1, 3, 4, 0, 6, 6, 0, 2, 7, 5, 6, 6, 5, 4, 3, 1, 7, 7, 1, 5, 4, 5, 0, 0, 5, 1, 3, 7, 2, 2, 7, 6, }; d3ddev->CreateIndexBuffer(36 * sizeof(short), 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &index_buffer, NULL); index_buffer->Lock(0, 0, (void**)&pVoid, 0); memcpy(pVoid, indices, sizeof(indices)); index_buffer->Unlock(); https://ift.tt/eA8V8J

    I've got a single vertex buffer and an index buffer for a cube in Directx9. I now want to generate a LPD3DXMESH object from them, so that I can manage mouse picking and other stuff with the cube model. How can I achieve this? Here's the code of my vertex and index buffers: CUSTOMVERTEX vertices[] = { { -3.0f, 3.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 0), }, { 3.0f, 3.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 0), }, { -3.0f, -3.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 0), }, { 3.0f, -3.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 0), }, { -3.0f, 3.0f, 3.0f, D3DCOLOR_XRGB(0, 0, 0), }, { 3.0f, 3.0f, 3.0f, D3DCOLOR_XRGB(0, 0, 0), }, { -3.0f, -3.0f, 3.0f, D3DCOLOR_XRGB(0, 0, 0), }, { 3.0f, -3.0f, 3.0f, D3DCOLOR_XRGB(0, 0, 0), }, }; d3ddev->CreateVertexBuffer(8 * sizeof(CUSTOMVERTEX), 0, CUSTOMFVF, D3DPOOL_MANAGED, &vertex_buffer, NULL); VOID* pVoid; vertex_buffer->Lock(0, 0, (void**)&pVoid, 0); memcpy(pVoid, vertices, sizeof(vertices)); vertex_buffer->Unlock(); short indices[] = { 0, 1, 2, 2, 1, 3, 4, 0, 6, 6, 0, 2, 7, 5, 6, 6, 5, 4, 3, 1, 7, 7, 1, 5, 4, 5, 0, 0, 5, 1, 3, 7, 2, 2, 7, 6, }; d3ddev->CreateIndexBuffer(36 * sizeof(short), 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &index_buffer, NULL); index_buffer->Lock(0, 0, (void**)&pVoid, 0); memcpy(pVoid, indices, sizeof(indices)); index_buffer->Unlock();

    from GameDev.net http://bit.ly/2XxdS75

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