Met Paul Boyer this morning. He's the new UI guy here.
Welcome aboard Paul.
Checked in my latest stuff. Before the DX9 Conversion.
Look what I found today:
VOID
classXObject::CalcLocalBoundingBox()
{
VOID* pVB;
D3DXVECTOR3 vMin, vMax;
HRESULT hr;
pMesh->pMesh->LockVertexBuffer(D3DLOCK_READONLY,
&pVB);
hr
= D3DXComputeBoundingBox((D3DXVECTOR3*)pVB,
pMesh->pMesh->GetNumVertices(),
pMesh->pMesh->GetNumBytesPerVertex(),
&vMin,
&vMax);
pMesh->pMesh->UnlockVertexBuffer();
}
Ok, we've got to do something about this. First off, without
member markers, where the heck is the first pMesh from?
pMesh == ?
m_pMesh?
g_pMesh?
this->pMesh?
Then, what's that mesh member inside of the mesh? If pMesh
is a local wrapper class around an ID3DXMesh, then we should delegate the
functionality to the member mesh, or at the very least, add an accessor to PRIVATE
data so that the syntax is clearer. In MY ideal world, it'd be something
like this:
hr
= D3DXComputeBoundBox((D3DXVECTOR3*)pVB,
m_pMesh->GetNumVertices(),
m_pMesh->GetNumBytesPerVertex(),
&vMin,
&vMax);
Oh well, maybe next life
Finished the Dx9 conversion. Didn't take long. Can anybody
tell me why the edge antialias flag doesn't work anymore, but it's still listed
in the help? Bug in the SDK?
A whole bunch of conversations with Alex about what we want
in the project. He has an idea for a laser blast, but he can't quite get it out
of max the way we want. It looks like we can do the same thing with point
sprites, but that's just another thing we'll have to learn. Ugh!