Scene Objects
Hello Is there a way to import other 3ds objects and then make them physically apart of the scene? The reason I ask this is because when I load my level scene in DirectX, the only thing that appears is the level mesh, and not all the other stuff (like trees) Thanks
---------------------------------The Shadow Sun - Want Your Writing Exposed?
What do you mean, to import the objects and make them part of the same MESH as the rest of the scene?
Yes, this is possible, but I wouldn't recomend it:
1- You have to manually add the geometry together into one mesh, that means writing a custom loader function where you parse the .x file yourself, and then add it to an existing mesh
2- You start mixing textures in a single mesh, which makes everything potentially less efficient, and messier to work with, as now you have to swap materials in the middle of drawing a mesh
3- You loose flexibility. If you keep items separate, you can manipulate each one separately. Collision detection is also easier and more efficient, as you can use bounding boxes around objects, rather than doing per-face intersection.
The best thing to do (In my oppinion) is to load everything separately. It's not difficult, you just have to make sure that you have a separate mesh object for each item you want to load. (Or for simplicity, create an array or link-list of mesh objects), then at render time, go through and explicitly call each one.
Hope this helps
Yes, this is possible, but I wouldn't recomend it:
1- You have to manually add the geometry together into one mesh, that means writing a custom loader function where you parse the .x file yourself, and then add it to an existing mesh
2- You start mixing textures in a single mesh, which makes everything potentially less efficient, and messier to work with, as now you have to swap materials in the middle of drawing a mesh
3- You loose flexibility. If you keep items separate, you can manipulate each one separately. Collision detection is also easier and more efficient, as you can use bounding boxes around objects, rather than doing per-face intersection.
The best thing to do (In my oppinion) is to load everything separately. It's not difficult, you just have to make sure that you have a separate mesh object for each item you want to load. (Or for simplicity, create an array or link-list of mesh objects), then at render time, go through and explicitly call each one.
Hope this helps
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