i cant seem to be able to make transformations with each mesh with directx

This is a discussion on i cant seem to be able to make transformations with each mesh with directx within the Game Programming forums, part of the General Programming Boards category; i load 2 meshs extract its material then in render i have g_pDirect3DDevice->SetMaterial( &pMeshMaterials[i] ); g_pDirect3DDevice->SetTexture( 0, pMeshTextures[i] ); now ...

  1. #1
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    i cant seem to be able to make transformations with each mesh with directx

    i load 2 meshs extract its material then in render i have

    g_pDirect3DDevice->SetMaterial( &pMeshMaterials[i] );
    g_pDirect3DDevice->SetTexture( 0, pMeshTextures[i] );

    now i want to use matrices to move each mesh diferent ways when a key is pressed , but for some reason both meshs move the same direction when a key is pressed , so i am thinking do you have to

    g_pDirect3DDevice->BeginScene();
    InitMatrices();
    RenderMesh1();
    g_pDirect3DDevice->EndScene();
    g_pDirect3DDevice->BeginScene();
    InitMatrices();
    RenderMesh2();
    g_pDirect3DDevice->EndScene();

    g_pDirect3DDevice->Present(NULL,NULL,NULL,NULL);

    otherwise i cant think how i would make both meshs move diferently to 1 another
    thanks

  2. #2
    Super Moderator VirtualAce's Avatar
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    Each mesh must have it's own transformation matrix. The transformation matrix is the concatenation of all the scaling, rotation, translation, skew, etc, matrices. So each mesh needs it's own translation matrix.

    So you translate, draw, translate, draw, etc, etc.

    How complex this process is depends on what type of architecture you have implemented in your game engine.


    To me it looks as if you are using the same translation matrix for mesh 1 and 2 which is exactly what you are seeing on screen. How does InitMatrices() know which mesh you are referring to and what relation do the matrices have to the mesh?

    This is a very good place for C++ object oriented programming.

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