Original Post
I have written a game in Direct X 9.0 involving many objects colliding on a fully rotatable environment. At the moment the environment is just one big mesh object being rendered using a vertex buffer. To perform the collision I need to know the triangle normals and the positions of the transformed vertices from the vertex buffer. My problem is I don;t know how to retrieve them from the buffer or even if this is possible. Can the transformed vertex data be pulled out of the vertex buffer after a render cycle, and if not what's the best way to perform collsion of this nature in Direct X9? Surely I don;t need to make a copy of the terrain data and transform it seperately just for collision? many thanks