If I'm outputting to an image format that supports bounding boxes (i.e.
OpenEXR), can PRMan be persuaded to work them out automatically, rather than
having to specify a crop window?
Ciaran.
1. How can I set automatic drawing boxes to unchecked
When I go to tools>otions>general I uncheck the "automatically create drawing boxes". When I turn my computer on again I find the box has been set back to "checked"
2. Bounding box (as tight as possible)
3. d3d8: bounding box and movement control,etc
Hi, are there any examples that render the bounding box of a mesh, and the graphic indicator of the movement, rotation and scaling control like 3ds max???? I am currently developing a scene editor. ;) Thank you. Cheers, pixelmana
4. Animated skinned mesh bone/frame bounding boxes
how can i calculate a skinned mesh (created like the skinned mesh sample in DX9SDK) bounding box? (or how can i access all vertices with the correct transform matrixes - its kinda the same) i also notice that D3DXFrameCalculateBoundingSphere for this mesh creates a bounding sphere bigger that it should be... thanks in advance Jo Nogueira XXXX@XXXXX.COM
6. bounding box and movement control,etc
7. computing bounding box for mesh?
I was under the impression you just passed the pointer to your vertex buffer and the FVF to the function and it did the fiddly stuff for you. You may well have to lock the buffer though...? "JB" wrote: > I'm trying to use the call ComputeBoundingBox to create a bounding box around my mesh. I need to give it the first position vector of my mesh but I'm not sure how I should do this. I mean, I can get the vertex buffer and its FVF from mesh but I dont know how to access individual element of a vertex from the vertex buffer and its FVF. I read somewhere else that you actually have to look at FVF and test every possible formats and then construct your own pointer offset calculation?? Is this really that complicated? What's the preferred way to do this so I can turn void** I get when I lock vertex buffer into something more useful?