If the model is not set to the Identity , what space do i pick in ?
this is its translation and rendering
Code:// Build castle's world matrix. D3DXMatrixRotationY(&Ry, D3DX_PI); D3DXMatrixTranslation(&T, 8.0f, 35.0f, -80.0f); mCastleWorld = Ry*T;Code:void PropsDemo::drawObject(Object3D& obj, const D3DXMATRIX& toWorld) { // Transform AABB into the world space. AABB box; obj.box.xform(toWorld, box); // Only draw if AABB is visible. if( gCamera->isVisible( box ) ) { HR(mFX->SetMatrix(mhWVP, &(toWorld*gCamera->viewProj()))); D3DXMatrixInverse(&worldInvTrans, 0, &toWorld); //objectspace D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans); HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans)); HR(mFX->SetMatrix(mhWorld, &toWorld)); for(UINT j = 0; j < obj.mtrls.size(); ++j) { HR(mFX->SetValue(mhMtrl, &obj.mtrls[j], sizeof(Mtrl))); // If there is a texture, then use. if(obj.textures[j] != 0) { HR(mFX->SetTexture(mhTex, obj.textures[j])); } // But if not, then set a pure white texture. When the texture color // is multiplied by the color from lighting, it is like multiplying by // 1 and won't change the color from lighting. else { HR(mFX->SetTexture(mhTex, mWhiteTex)); } HR(mFX->CommitChanges()); HR(obj.mesh->DrawSubset(j)); } } }Code:drawObject(mCastle, mCastleWorld);



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