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I have a question about DirectX9: I am trying to read vertex data from a mesh loaded from a file. My issue is that I don't know what the vertex data looks like aside from the fact that it has position data and a normal. My knowledge of DirectX isn't that extensive, so I'm sorry if the answer is obvious, but I haven't come across it. code:
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# ¿ Oct 4, 2008 01:10 |
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# ¿ May 5, 2024 11:38 |
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I'm a beginner, and have 2 questions... About the coordinates of lines I have an application where I'm trying to draw lines on a 512x512 texture. The texture is mapped to a screen aligned quad with vertices (-1.0f, -1.0f), (1.0f, -1.0f), (1.0f, 1.0f), (-1.0f, 1.0f). Suppose I want to draw a line. I don't have any problem drawing lines in world space, but if I want the lines to start and end at particular pixel positions (eg. (48,48) to (72,72)), I get confused. Is it up to me to scale and transform those endpoints so that they are mapped to the appropriate world-space coordinates? Is there anything I can do so that I don't have to perform that transformation? About the width of lines I am using OpenGL 2.1, so glLineWidth can be set to values greater than 1 pixel. I read that in OpenGL 3.1, glLineWidth can't be set greater than 1. In that environment, what do people do instead?
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# ¿ Aug 15, 2010 17:31 |
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I am trying to draw anti-aliased lines, and this is how to do it, or so I've read:code:
I'm not sure what other details to provide. I am using textures and shaders.
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# ¿ Sep 1, 2010 00:22 |
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Spite posted:What OS, what GPU? AA lines are an odd duck. Mac OS X 10.6.4, using an Nvidia 9400m. Nothing changed when I rendered using GL_BACK. However, I did manage to fix things, although I don't know why it worked. code:
On a whim, I commented the bottom 3 lines, and my lines render, antialiased.
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# ¿ Sep 2, 2010 20:28 |