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3 Dimensional Chat / Flexible Vertex Format

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skovron
21
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Joined: 14th Sep 2003
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Posted: 30th Sep 2003 17:36
Could someone explain to me the meaning of following flags representing FVF:

FVF_XYZRHW
FVF_XYZB1 - FVF_XYZB5

i know the other flags.

oh and there are flags FVF_TEX0 ... FVF_TEX8 so is it possible in DBP to blend few textures on single vertex without using shaders ?

Thanks for any help!
JAT
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Posted: 30th Sep 2003 22:27
FVF_XYZRHW is for a 4-coordinate transformed vertex, i.e. transformed to view space. The forth coordinate is approximately the inverse of the depth value. You would use this format if you have vertices that are already transformed and ready to be lit and rendered.

The B1-B5 (beta) flags indicate how many weight fields and optionally a packed matrix index field (add in D3DFVF_LASTBETA_UBYTE4) are to be present in the vertex. For example, if you have a packed matrix index field (1-4 matrix indices, one per byte), you use FVF_XYZB1 | D3DFVF_LASTBETA_UBYTE4. If you have one wieght also plus the matrix indices, you use FVF_XYZB2 | D3DFVF_LASTBETA_UBYTE4.

Yes, the multiple texture coordinate sets lets you use multiple textures and lets the vertex use a different set of mapping coordinates. I don't think any of the DBPro file formats support this, though. DirectX does not.

John Thompson
http://www.jtgame.com/jtedit
skovron
21
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Posted: 1st Oct 2003 12:07
Thanks, this put a light on FVF
So if DBPro doesnt support multiple texture coordinates than why they put those flags in command description help?
APEXnow
Retired Moderator
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Posted: 1st Oct 2003 12:18
It will when U6 is released (Straight from the horses mouth so to speak )


JAT
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Posted: 2nd Oct 2003 22:20
Actually I didn't mean that DBPro doesn't support it, just that the typical file formats like DirectX .x files have no provision for representing it.

John Thompson
http://www.jtgame.com/jtedit

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