www.quadsoftware.com
FAQ  FAQ   Search  Search   Memberlist  Memberlist   Usergroups  Usergroups
Register  ::  Log in Log in to check your private messages


Post new topic  Reply to topic
 Method of rotating texture « View previous topic :: View next topic » 
Author Message
takuhiro
PostPosted: Mon May 10, 2010 2:10 am    Post subject: Method of rotating texture Reply with quote



Joined: 02 Dec 2009
Posts: 29

I put the texture on terrain, and rotated it.
I try to display it by Direct3D.
Could you teach the method of reflecting Rotation( Spin, H, V ) in UV?
It is not correctly displayed though I wrote as follows.

D3DXMatrixRotationYawPitchRoll( &matTexRotation, D3DXToRadian( -Spin ), D3DXToRadian( V ), D3DXToRadian( H )) ;
(Right-handed cordinate system)

Apparently, the value of H is not reflected.
Euler's rotation order sets Default = "XYZ" and Current = "XYZ".

Is there an up-loading method though I prepared the image and the test program?
Back to top
View user's profile Send private message
ALicu
PostPosted: Mon May 10, 2010 6:50 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hi, the rotation code is more complicated than that. Please refer to this thread for the exact code Graphite is using to render terrain layers in DX9:

http://www.quadsoftware.com/forum/viewtopic.php?t=505

Regards,
Adrian L.
Back to top
View user's profile Send private message
takuhiro
PostPosted: Tue May 11, 2010 1:46 am    Post subject: Reply with quote



Joined: 02 Dec 2009
Posts: 29

I immediately examine it.
Thankyou.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic  Reply to topic Page 1 of 1

Jump to:  



You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Based on a template by Dustin Baccetti
Powered by phpBB © 2001, 2005 phpBB Group