Original Post
<#rror>
[Edited by - designlord on November 7, 2004 11:52:32 AM]
quote:
Original post by thedo
Currently I''ve been designing a DLL which renders physical simulations, based on data from an XML file, vertex/pixel shaders from fx files (loaded from the XML). Idea is to provide a method of loading whole worlds from XML files, having the graphics totally customisable.
Currently it supports:
Stencil Shadows
HW T+L/VS/PS where supported
Rigid body physics/dynamics
XML driven data- can dynamically change almost any aspect of the simulation by changing the XML
The reason I asked why you are using the Mesh structure is that you must be populating it manually. A Mesh is a small wrapper for VB/IB and Attributes. You already have those, so why use a D3DMesh? The only reason I can see is so you can save your Terrain as an X-file. I use the structure for loading X files, but then extract the data into my VB/IBs and can optimize them to best fit my needs.
Neil
WHATCHA GONNA DO WHEN THE LARGEST ARMS IN THE WORLD RUN WILD ON YOU?!?!
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