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Old 11-23-11, 01:44 AM   #244
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
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wrote the mesh 'deformer' code. Now just have to make a UI for it like the bone's have. Also have to make a UI for the model(s) so that they can be edited (position, rotation, and scale/shear data)
Changed the way the mesh's vertex format is defined. I had it locked (hard-coded) at position | normal | texture1 but now it's dynamic (had to do some reading to figure out how I could make it dynamic). A fvf is defined based on the vertex names read in and the mesh is created with that fvf as the vertex type. After the mesh is created I just lock the vertex buffer and fill in the 'missing' data based on the mesh's vertex format which is fvf (GraphicStream objects rock - first time to use that. Because of it I didn't have to define any structures for the fvf ). I've been wanting to make the mesh's vertex format dynamic for a long time but just didn't have the knowledge of how to do it until now.

Now that the mesh's vertex format is defined dynamically I can start coding in shaders.
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