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Direct3D
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Bounding boxes
Old 03-04-2010, 07:22 PM   #1
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Bounding boxes

Is it possible to create bounding boxes using a model rect of strides, numvertices and so forth?
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Old 03-05-2010, 03:06 AM   #2
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In the games that use SetTransform, sure.

Getting an objects matrix from within DIP
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Old 03-10-2010, 04:04 AM   #3
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Even if they don't, in a lot of games you can call "GetVertexShaderConstantF" and grab some values you might need, case and point, BFBC2:

PHP Code:
BOOL CBFBC2Engine::GetProjectionMatrixD3DXMATRIXProjection )
{
    if( 
Projection == NULL )
        return 
FALSE;

    if( 
CRender::Get() == NULL )
        return 
FALSE;

    if( 
CRender::Get()->DirectXDevice == NULL )
        return 
FALSE;

    if( 
FAILEDCRender::Get()->DirectXDevice->GetVertexShaderConstantF2, *Projection) ) )
        return 
FALSE;

    return 
TRUE;
}

BOOL CBFBC2Engine::GetWorldMatrixD3DXMATRIXWorld )
{
    if( 
World == NULL )
        return 
FALSE;

    if( 
CRender::Get() == NULL )
        return 
FALSE;

    if( 
CRender::Get()->DirectXDevice == NULL )
        return 
FALSE;

    if( 
FAILEDCRender::Get()->DirectXDevice->GetVertexShaderConstantF1, *World) ) )
        return 
FALSE;

    return 
TRUE;

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Old 03-10-2010, 04:41 AM   #4
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Might be quite a noob mis-understanding but i have never worked with GetVertexShaderConstantF but how exactly do you go about getting the "Start Register", and "Register Count".
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Old 03-10-2010, 04:50 AM   #5
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You can look up "ntKid" posts on here, WorldToScreen example, he wrote a function to dump the assembly of a shader and also another function to dump the constants.

http://www.uc-forum.com/forum/d3d-pr...ven-games.html
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Old 03-10-2010, 01:35 PM   #6
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Thanks, so it is possible.
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