Having some trouble implementing D3DXComputeNormals... any hints/advice?

Henri Verbeet hverbeet at gmail.com
Mon Jul 12 15:54:01 CDT 2010


On 12 July 2010 22:43, Misha Koshelev <misha680 at gmail.com> wrote:
> Thank you Henri for the explanation. In fact it seems that this flag is
> default on D3DXComputeTangentFrameEx:
>
>        D3DXTANGENT_WEIGHT_BY_AREA
>                Weight the direction of the computed per-vertex normal
>                or partial derivative vector according to the areas of
>                triangles attached to that vertex. Mutually exclusive
>                with D3DXTANGENT_WEIGHT_EQUAL.
>
Actually, looking at the docs for D3DXComputeTangentFrameEx() a bit
more closely, it says in the description for dwOptions that if neither
D3DXTANGENT_WEIGHT_BY_AREA nor D3DXTANGENT_WEIGHT_EQUAL is specified
it does indeed weight the normals by the the angle of the outgoing
edges for that face.



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