Re: [DirectPython] setMatrix not working for World objects ?
Status: Inactive
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From: Heikki S. <ho...@gm...> - 2006-08-21 07:44:53
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> -----Original Message----- > From: dir...@li... > [mailto:dir...@li...] > On Behalf Of Gert > Sent: 19. elokuuta 2006 23:43 > To: dir...@li... > Subject: [DirectPython] setMatrix not working for World objects ? > > I am trying to check the possibilities of DirectPython by > converting the DirectX tutorials to Python. > Can you tell me what's wrong with the following example ? > The sprite rotates but the triangle stays in place. > > I have downloaded the source-code but could not find a way to > compile it. > Am I missing some makefiles or is there a trick to compile > the sources ? > > Regards, > Gert > ---- It can be little tricky to built DirectPython if you are not familiar with DirectX SDK. You need a relatively new platform SDK, the DirectX SDK and of course Python libraries. Put everything together as a new project and built it with Visual Studio 7.1 (you can use some other compilers too, but it requires some tweaking). I might add some more help files to explain things, but I think that very many people can or are interested in making their own builts. But then again, I might be wrong. >[Code snipped] Vertices that are pretransformed (FVF.XYZRHW) are not affected by transformations. You need to apply your own calculations to them before you render them. Use FVF.XYZ-vertices if you want to use transformation matrices. However, it is possible to squeese them (XYZ) through shaders to arhieve the same results as with XYZRHW-vertices. -- Heikki Salo |