nikhilhs Posted February 22, 2004 Posted February 22, 2004 My past experience has been with OpenGL, so I'm used to be able to specify a normal, texture, and color for every vertex. I'm now using MDX's CustomVertex, and I've found several different combinations. I've found textured+normal, normal+color, etc. But none of them allow all 3. If I want to have lighting, I need normals. But then I can't do both colors and textures, which forces me to create textures of several different colors, instead of allowing me to use the color of a vertex to blend and affect the color of the texture. Is there a way around this? Thanks. -Nick Quote
RobyDx Posted February 23, 2004 Posted February 23, 2004 You can use different vertex structure without using any customvertex structure. Hovever I don't understan one thing: you want color and normal? why? normal are use to lightmesh that means apply a color based on light. You can use ambient color or emissive color. anyway is possible use a thing like this structure newVertexType dim position as vector3 dim color as integer... etc then use vertexformat to create the appropriate vertex format Quote Come to visit
ThePentiumGuy Posted February 24, 2004 Posted February 24, 2004 here: Dim x As VertexFormats = VertexFormats.Texture1 Or VertexFormats.Transformed Or VertexFormats.Diffuse Texture1 means 1 texture Transformed is wehre you use the normal(rhw) diffuse is the color :-D Quote My VB.NET Game Programming Tutorial Site (GDI+, Direct3D, Tetris [coming soon], a full RPG.... you name it!) vbprogramming.8k.com My Project (Need VB.NET Programmers) http://workspaces.gotdotnet.com/ResolutionRPG
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