Having some trouble implementing D3DXComputeNormals... any hints/advice?
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:
> 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.
More information about the wine-devel