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Old 09-30-11, 10:46 AM   #12
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
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Don't think it's a matrix problem. The bone associated with the King GeorgeV hull is positioned at world center (0,0,0) with no rotations so for all intensive purposes the world matrix is Matrix.Identity.

The index buffer and vertex buffer for the mesh match what the granny viewer shows. The texture coordinates for the verticies in the vertex buffer also match what granny viewer shows. The normals for the verticies in the vertex buffer also match what granny viewer shows. Everything renders correctly geometry wise and everything except the hull renders correctly texture wise. The hull mesh has two subsets and I've noticed that anything with more than 1 subset in the mesh doesn't render correctly texture wise.

I'm currently using the fixed-function pipeline for rendering. I'll convert to programmable pipeline (shaders) after I get everything working correctly.

This hull rendering problem is really starting to annoy me
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