Meshconvert support for importing X files

The original DirectX SDK tool meshconvert imported from legacy .X files and produced .sdkmesh files. The meshconvert sample currently supports importing from Wavefront OBJ and VBO files, and can e...

Id #1263 | Release: None | Updated: Oct 22, 2014 at 9:26 PM by walbourn | Created: Oct 22, 2014 at 9:26 PM by walbourn

Overloads for void* indices+DXGI_FORMAT

All functions that currently take indices have overloads for uint16_t (16-bit) or uint32_t (32-bit) which relies on compile-time resolution to select the correct version: HRESULT Validate( _In_r...

Id #1251 | Release: None | Updated: Oct 3, 2014 at 10:53 PM by walbourn | Created: Oct 3, 2014 at 10:37 PM by walbourn

ComputeTangentFrameEx

The basic ComputeNormals and ComputeTangentFrame do not perform any vertex splits, so artifacts can be found on large angle changes. An alternative version is needed which would be able to duplica...

Id #1186 | Release: None | Updated: May 4, 2015 at 7:02 PM by arekz | Created: Jun 17, 2014 at 7:53 PM by walbourn

OptimizeFacesLRU

A common alternative algorithm to the Hoppe vertex-cache strip order optimization in D3DX is Tom Forsyth's algorithm. This provides more robust 'device independent' support, and is a bit faster by ...

Id #1184 | Release: None | Updated: May 4, 2015 at 7:02 PM by arekz | Created: Jun 17, 2014 at 12:38 AM by walbourn

Conversion of vertex declaration to input layout

A number of legacy file formats (.x files, .sdkmesh, .xnb, etc.) all encode the vertex buffer description as a Direct3D 9 vertex decl. These would be functions to perform a robust conversion of D3...

Id #1181 | Release: None | Updated: Jun 9, 2014 at 6:38 PM by walbourn | Created: Jun 9, 2014 at 6:34 PM by walbourn

Weld vertices in mesh

Welds vertices that share attributes based on a epsilon threshold. HRESULT D3DXWeldVertices( In LPD3DXMESH pMesh, In DWORD Flags, In const D3DXWeldEpsilons *pEpsilons, In co...

Id #1180 | Release: None | Updated: May 4, 2015 at 7:01 PM by arekz | Created: Jun 9, 2014 at 6:31 PM by walbourn

Simplify Mesh

Simplifies a mesh using a vertex decimation algorithm. HRESULT D3DXSimplifyMesh( In LPD3DXMESH pMesh, In const DWORD *pAdjacency, In const D3DXATTRIBUTEWEIGHTS *pVertexAttributeWeights,...

Id #1179 | Release: None | Updated: May 4, 2015 at 7:01 PM by arekz | Created: Jun 9, 2014 at 6:28 PM by walbourn

Split Mesh

A function to break a mesh into multiple index buffers/vertex buffers based on a specified size. void D3DXSplitMesh( In LPD3DXMESH pMeshIn, In const DWORD *pAdjacencyIn, In const DWORD ...

Id #1178 | Release: None | Updated: May 4, 2015 at 7:02 PM by arekz | Created: Jun 9, 2014 at 6:26 PM by walbourn

Concatenate Mesh

A function to combine multiple meshes into a single mesh. HRESULT D3DXConcatenateMeshes( In LPD3DXMESH *ppMeshes, In UINT NumMeshes, In DWORD Options, In const D3DXMATRIX *pGeomXFor...

Id #1177 | Release: None | Updated: May 4, 2015 at 7:02 PM by arekz | Created: Jun 9, 2014 at 6:23 PM by walbourn

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