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Text rendering backwards...

Started by Metasquares Jun 8, 2002 at 10:46 AM 2 replies 350+ views
Original Post
Metasquares
Metasquares
This most likely is a simple question; though I know all about the DirectX methods, this is my first attempt at a large 3D project, so I''m not too great at implementing them yet. I''m using the CreateText method of a D3DX8 object to create a text mesh in my program. However, whenever I try to create it, it comes out horizontally inverted. I set up matricies to flip this text, but it does not seem to be a true mesh... it seems not to have any depth. I made it rotate horizontally to confirm this, and as soon as it gets past 180 degrees, it disappears, reappearing when it gets back to 360. I know this is probably something stupid on my part, but I''d appreciate it if someone can at least point me in the right direction. Thanks.
Take it to the next power.
coreydj
coreydj
A quick fix might be to turn the culling off. Since you rotate it 180 it thinks it is the backside of the polygon.

p_D3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

But that would not be a good long term fix.
Metasquares
Metasquares
Heh, that was stupid of me...

I did:

p_D3DDevice->SetRenderState( D3DRS_CULLMODE, 0 );

Rather than:

p_D3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

Thanks, it seems to work now
Take it to the next power.
IndirectX
IndirectX
Use the debug runtime, it should have caught this.
---visit #directxdev on afternet <- not just for directx, despite the name

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