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Reversed Model

Started by webjeff May 4, 2004 at 8:38 PM 4 replies 350+ views
Original Post
webjeff
webjeff
My model is reversed, like I have text that says "THIS IS A TEST" and it looks like it rendered a mirror version of it... Its an .ASE file format directly from max, max doesn''t allow me on export to reverse anything.... any ideas?? I''m really stumped, I found nothing online regarding this. I am using DirectX too, I found a similar article on openGL regarding texture coords but nothing with actual vertices reversed. Thanks in advance Jeff
neneboricua19
neneboricua19
It might be because in 3D Studio Max, the Z-axis points up but in D3D the Z-axis points into the screen (normally). You''ll need to make your .ASE file loader take this into account.

neneboricua
webjeff
webjeff
How do you do that? Do I need to transform the model any specific way? It must be done during loading the model somehow, any example you could give?

Thanks
Jeff
DavidST
DavidST
This isn''t related to this problem (probably) but you should know that when transforming polygons, slightly different transforms must be used to transform the surface normals of those polygons or you will get incorrect results.
neneboricua19
neneboricua19
quote:
Original post by webjeff
How do you do that? Do I need to transform the model any specific way? It must be done during loading the model somehow, any example you could give?

Thanks
Jeff

You don''t need to do any fancy transformations. In your load code, just take the z coordinate from your input file and place it in the y coordinate of your vertex buffer. Take the y coordinate from your input file and place it in the z coordinate of your vertex buffer.

That should do the trick.

neneboricua
protemus
protemus
Yes... I did the same thing. y->z z->y. But make sure you also flip your surface normals in the same way or you will get some inside out models. ( texture coordinates can stay the same though )

-- * The source of all my problems is in the source * --

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